diff --git a/Baldur's Gate: Descent into Avernus b/Baldur's Gate: Descent into Avernus new file mode 100644 index 00000000..d4d359d3 --- /dev/null +++ b/Baldur's Gate: Descent into Avernus @@ -0,0 +1,3101 @@ + + + + Mortlock Vanthampur + M + humanoid, Baldur's Gate: Descent into Avernus + Lawful Evil + 12 + 90 (12d8+36) + 30 ft. + 18 + 14 + 17 + 10 + 12 + 13 + + Athletics +6, Intimidation +5 + + + + + passive Perception 11 + Common + 3 + + Indomitable (2/Day) + Mortlock can reroll a saving throw that he fails. He must use the new roll. + + + Multiattack. + Mortlock makes two attacks with his greatclub. + + + Greatclub. + Melee Weapon Attack: +6 to hit, reach 5 ft., onetarget. Hit: 9 (2d4 + 4) bludgeoning damage, plus 5 (2d4) bludgeoning damage if Mortlock has taken any damage since his last turn. + + + Heavy Crossbow + Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (ldlO + 2) piercing damage. + + + + + + + + + + + + Amrik Vanthampur + M + humanoid, Baldur's Gate: Descent into Avernus + Lawful Evil + 17 (leather armour, Charisma modifier + 66 (12d8+12) + 30 ft. + 12 + 18 + 12 + 14 + 14 + 15 + + Acrobatics +6, Athletics +3 , Deception +6, Insight +6 + + + + + passive Perception 12 + Common, Infernal + 3 + + Suave Defense + While Amrik is wearing light or no ar mor and wielding no shield, his AC includes his Charisma modifier. + + + Multiattack. + Amrik makes three dagger attacks. + + + Dagger. + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (ld4 + 4) piercing damage. + + + Smoke Bomb (1/Day). + Amrik hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrik's next turn. + + + + + + + + + + + + Thurstwell Vanthampur + M + humanoid, Baldur's Gate: Descent into Avernus + Lawful Evil + 9 + 5 (2d8-4) + 30 ft. + 7 + 9 + 6 + 15 + 17 + 12 + + Deception +3, Insight +5, Perception +5, Religion +4 + + + + + passive Perception 15 + Common, Elv ish, Infernal + 1/8 + + Dark Devotion. + Thurstwell has advantage on saving throws against being charmed or frightened. + + + Spellcasting. + Thurstwell is a 2nd- level spellcaster. His spellcasting ability is Wisdom (spell save DC 13). He has t he following cleric spells prepared: +Cantrips (at will): guidance, sacred flame (see "Actions" below), thaumaturgy +lst level (3 slots): command, detect evil and good, sanctuary + + + Sacred Flame (Cantrip). + Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him . The target must succeed on a DC 13 Dexterity saving throw or take 4 (ld8) radiant damage , gaining no benefit from cover. + + + + + + + + + + + + Duke Thalamra Vanthampur + M + humanoid, Baldur's Gate: Descent into Avernus + Lawful Evil + 10 + 78 (12d8+24) + 30 ft. + 17 + 10 + 15 + 13 + 16 + 18 + + Deception +6, Insight +5, Intimidation +6, Religion +3 + + + + + passive Perception 13; see also "D evil 's Sight" below + Common, Infernal + 4 + + Dark Devotion + Thalamra has advantage on saving throws against being charmed or frightened. + + + Devil's Sight. + Thalamra can see normally in darkness, both magical and nonmagical, out to a distance of120 feet. + + + Multiattack + Thalamra uses eldritch blast twice or makes two unarmed strikes. + + + Eldritch Blast (Ca ntrip). + Ranged Spell Attack: +6 to hit , range 120 ft., one creature. Hit: 9 (ldlO + 4) force damage. + + + Unarm ed Strike. + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage. + + + Hellish Rebuke (1st-Level Spell; 2/Day). + When Thalamra is damaged by a creature within 60 feet of her that she can see, the creature that damaged her is engulfed in hellish flames and must make a DC 14 Dexterity s aving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one. + + + + + + + + Thavius Kreeg + M + humanoid, Baldur's Gate: Descent into Avernus + Lawful Evil + 10 + 40 (9d8) + 30 ft. + 12 + 10 + 11 + 15 + 18 + 16 + + Deception +S, Medicine +6, Persuasion +S, Religion +4 + + + + + passive Perception 14 + Abyssa l, Common, Infernal + 1/2 + + Shadow of Guilt + Thavius's shadow is that of a pudgy, horned devi l with small wings. + + + Mace + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (ld6 + 1) bludgeoning damage. + + + + + + + + + + + + Liara Portyr + M + humanoid, Baldur's Gate: Descent into Avernus + Lawful Evil + 15 (studded leather, shield) + 84 (13d8+26) + 30 ft. + 16 + 12 + 15 + 14 + 14 + 16 + Con +4, Wis +4 + Athletics +S, Deception +5, Insi ght +4, Intimidation +5 + + + + + passive Perception 12 + Common, Draconic, Dwarvish + 4 + + Brave. + Liara has advantage on saving throws against being frightened. + + + Flaming Fury. + Once per turn, when Liara hits a creature with a melee weapon, she can cause fire to magically erupt from her weapon and deal an extra 10 (3d6) fire damage to the target. + + + Multiattack. + Liara makes three melee attacks. + + + Battleaxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 3) slashing damage, or 8 (ldlO + 3) slashing damage when used with two hands. + + + Heavy Crossbow. + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (ldlO + 1) piercing damage. + + + + + + + + + + + + Gideon Lightward + M + Undead, Baldur's Gate: Descent into Avernus + lawful evil + 11 + 136(16d8+64 + 30 ft. + 18 + 13 + 18 + 10 + 18 + 13 + Dex +4, Con +7, Wis +7 + Insight +7, Religion +6 + bludgeoning, piercing, and slashing damage from nonmagical attacks + radiant + necrotic, poison + exhaustion, paralyzed, poisoned + darkvision 60 ft., passive Perception 14 + Common + 6 + + Regeneration. + Gideon regains 10 hit points at the start of each of his turns. lf he takes radiant damage, this trait doesn't function at the start of his next turn. Gideon is destroyed only if he starts his turn with 0 hit points and doesn't regenerate. + + + Mu/tiattack. + Gideon attacks twice with his fists. + + + Fist. + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. + + + Withering Gaze. + Gideon targets one creature he can see within 60 feet of him. The target must make a DC 15 Constitution saving throw, taking 22 (4dl0) necrotic damage on a failed save, or half as much damage on a successful one. + + + + + + + + + + + + Ulder Ravengard + M + humanoid (human), Baldur's Gate: Descent into Avernus + neutral + 20 (plate, shield) + 112 (15d8+45) + 25 ft. + 17 + 14 + 16 + 11 + 10 + 17 + Con +6, Wis +3 + Athletics +6, Intimidation +6, Perception +3 + + + + + passive Perception 13 + Common + 5 + + Multiattack + Ulder makes three melee attacks, only one of which can be with his shield. + + + +1 Longsword. + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (ldlO + 4) slashing damage when used with two hands. + + + Shield. + Melee Weapon Attack: +6 to hit, reach S ft., one creature. Hit: 6 (ld6 + 3) bludgeoning damage, and Ulder pushes the target S feet away from him. Ulder then enters the space vacated by the target. If the target is pushed to within S feet of a creature friendly to Ulder, the target provokes an opportunity attack from that creature. + + + Guardian Strike. + If an enemy within 5 feet of Ulder attacks a target other than him, Ulder can make a melee attack against that enemy. + + + + + + + + Abyssal Chicken + T + fiend (demon), Baldur's Gate: Descent into Avernus + chaotic evil + 13 (natural armor) + 10 (3d4+3) + 30 ft. fly 30 ft. (see Bad Flier below) + 6 + 14 + 13 + 4 + 9 + 5 + + + cold, fire, lighting + + poison + blinded, poisoned + blindsight 30 ft. (blind beyond this radius), passive Perception 9 + understands Abyssal but can't speak + 1/4 + + Bad Flier + The abyssal chicken falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed. + + + Multiattack + The abyssal chicken makes two attacks: one with its bite and one with its claws. + + + Bite. + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. + + + Claws. + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. + + + + + + + + + + + + Kostchtchie + L + fiend (demon), Baldur's Gate: Descent into Avernus + chaotic evil + 16 (natural armor) + 243 (18d10+144) + 40 ft. + 30 + 12 + 27 + 18 + 22 + 19 + Dex +9, Con +16, Wis +14 + Intimidation +12, Perception +14, Survival +14 + fire, lightning + + cold, poison; bludgeoning, piercing, and slashing damage that is nonmagical + charmed, frightened, poisoned + truesight 120 ft., passive Perception 24 + Abyssal, Giant, telepathy 120 ft. + 25 + + Legendary Resistance (3/Day). + If Kostchtchie fails a saving throw, he can choose to succeed instead. + + + Magic Resistance. + Kostchtchie has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting. + Kostchtchie's innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, reguiring no material components: +At will: command, darkness +1/day each: dispel evil and good, gate, harm, telekinesis, te/e.port, wind walk + + + Multiattack. + Kostchtchie makes two melee attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +18 to hit, reach 5 ft., one creature. Hit: 13 (ld6 + 10) piercing damage. + + + Matalotok (Warhammer). + Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage, or 21 (2dl0 + 10) bludgeoning damage when used with two hands, and the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it. + + + + + + + Legendary Actions + Kostchtchie can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Kostchtchie regains spent legendary actions at the start of his turn. + + + Attack + Kostchtchie makes one melee weapon attack. + + + Charge. + Kostchtchie moves up to his speed. + + + Curse (Costs 2 Actions). + Kostchtchie curses one creature he can see within 60 feet of him. The cursed creature gains vulnerability to all damage dealt by Kostchtchie until the end of Kostchtchie's next turn. + + + + Krull + M + humanoid (tortle), Baldur's Gate: Descent into Avernus + lawful evil + 17 (natural armor) + 117 (18d8+36) + 30 ft. + 20 + 14 + 15 + 12 + 20 + 12 + Wis +8. Cha +4 + Arcana +4, Medicine +8, Nature +4, Survival +8 + + + + + passive Perception 15 + Aquan, Common, Draconic + 6 + + Hold Breath. + Krull can hold his breath for 1 hour. + + + Inescapable Dest ruction. + Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage. + + + Spellcasting. + Krull is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the fo llowing cleric spells prepared: +Cantrips (at will): chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy. +1st level (4 slots): cure wounds, detect evil and good.false life, inflict wounds, ray of sickness +2nd level (3 s lots): blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon +3rd level (3 s lots): animate dead, magic circle, speak with dead, spirit guardians, vampiric touch +4th level {3 slots): banishment, blight, death ward, divination, locate creature +5th level (2 slots): antilife shell, cloudkill, contagion, greater restoration +6th level (1 slot): create undead, true seeing +7th level (1 slot): divine word, regenerate + + + Claws. + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. + + + +1 Maul. + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 9 (2d8) necrotic damage. + + + Shell Defense. + Krull withdraws into his shell. Until he emerges as a bonus action, he has a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in his shell, Krull is prone, his speed is 0 and can't increase, he has disadvantage on Dexterity saving throws, he can't take reactions, and the only action he can take is to emerge from his shell. + + + + + + + + + + + + Arkhan the Cruel + M + humanoid (dragonborn), Baldur's Gate: Descent into Avernus + lawful evil + 23 (obsidian flint dragonplate, shield + 221 (26d8+104 + 40 ft. + 20 + 12 + 18 + 10 + 10 + 18 + Wis +5, Cha +9 + Athletics +10, Deception +9, Intimidation +9 + fi re, poison; bludgeoning, pi ercing, and slashing damage from nonmagical weapons + + + frightened + darkvision 60 ft. (can see invisible creatures out to the same range), passive Perception 10 + Common, Draconic + 16 + + Aura of Hate. + While Arkhan isn't incapacitated, he and all fiends and undead within 30 feet of him deal 4 extra damage whenever they hit with a melee weapon attack (already factored into Arkhan's attacks). This extra damage is of the same type as the weapon's damage type. + + + Hand ofVecna. + The Hand of Vecna has 8 charges and regains ld4 + 4 expended charges daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18) :.finger of death (5 charges), sleep (1 charge), slow (2 charges), and teleport (3 charges). + + + Innate Spellcasting. + Arkhan's spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components: +3/day each: animate dead, branding smite {at 4th level), revivify +1/day each: geas, raise dead + + + Special Equipment. + Arkhan wields Fane-Eater (see page 223 BG:DiA) and wears a suit of obsidian flint dragon plate (see page 224 BG:DiA). The armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the grappled condition on him. + + + Multiattack. + Arkhan makes three weapon attacks. + + + Fane-Eater (Battleaxe). + Melee Weapon Attack: +1 3 to hit, reach 5 ft., one target. Hit : 16 ( ld 8 + 12) slashing damage , or 17 (ld l O + 12) slashing damage when used wi t h two hands, plus 9 (2d8) cold damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 {2d8) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt. + + + Javelin. + Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, plus 4 piercing damage and 9 (2d8) cold damage if the javelin was used to make a melee attack. + + + + + + + + + + + + Torogar Steelfist + L + monstrosity, Baldur's Gate: Descent into Avernus + lawful evil + 17 (natural armor) + 168 (16d10+80 + 40 ft. + 25 + 17 + 20 + 8 + 9 + 16 + Str + 11, Con +9 + Athletics +11, Deception +7, Intimidation +7, Survival +3 + + + + + darkvision 60 ft., passive Perception 9 + Abyssal, Common + 11 + + Goring Rush. + Immediately after using the Dash action, Torogar can make one melee attack with his horns. + + + Labyrinthine Recall. + Torogar can perfectly recall any path he has traveled. + + + Rage (Recharges after a Short or Long Rest). + As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early ifTorogar is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn. While raging, Torogar gains the following benefits: +• He has advantage on Strength checks and Strength saving +throws. +• He deals an extra 3 damage when he hits a target with a +melee weapon attack. +• He has resistance to bludgeoning, piercing, and slashing +damage. + + + Special Equipment. + Torogar wears gauntlets of flamingfury (see page 223 BG:DiA) and a belt of fire giant strength. Without the belt, his Strength is 21. He also carries a soul coin (see page 225 BG:DiA). + + + Multiattack. + Torogar makes three attacks: two with his scimitars and one with his horns. + + + Scimitar. + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage, or 17 (2d6 + 10) slashing damage while raging, plus 3 (ld6) fire damage from the gauntlets of flamingfury. + + + Horns. + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage, or 19 (2d8 + 10) piercing damage while raging. + + + + + + + + + + + + Bel + L + fiend (devil), Baldur's Gate: Descent into Avernus + lawful evil + 19 (natura armor) + 364 (27d10 + 216) + 30 ft. fly 60 ft. + 28 + 14 + 26 + 25 + 19 + 26 + Dex +9, Con +15, Wis +11 + Arcana+ 14, Deception +15, Insight +11, Persuasion +15 + cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons + + fire, poison + poisoned + truesight 120 ft., passive Perception 14 + Common, Infernal, telepathy 120 ft. + 25 + + Fear Aura. + Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours. + + + Innate Spellcasting. + Bel's spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components: +At will: detect magic, fireball +3/day each: dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire +l /day each: imprisonment, meteor swarm + + + Legendary Resistance (3/Day). + If Bel fails a saving throw, he can choose to succeed instead. + + + Magic Resistance. + Bel has advantage on saving throws against spells and other magical effects. + + + Magic Weapons. + Bel's weapon attacks are magical. + + + Multiattack. + Bel makes three attacks: two with his greatsword and one with his tail. + + + Greatsword. + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire. + + + Tail. + Melee Weapon Attack:+ 16 to hit, reach 10 ft., one target. Hit: 25 (3dl0 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn. + + + + + + + Legendary Actions + Bel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bel regains spent legendary actions at the start of his turn. + + + Fireball. + Bel casts fireball. + + + Tactical Edge (Costs 2 Actions). + Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute. + + + Summon Ice Devil (Costs 3 Actions). + Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses itas an action. + + + + Sibriex + H + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 19 (natural armor) + 150 (12d12+72) + 0 ft., fly 20 ft. (hover) + 10 + 3 + 23 + 25 + 24 + 25 + Int +13, Cha +13 + Arcana +13, History +13, Perception +13 + cold, fire, lightning, bludgeoning piercing and slashing from nonmagical attacks + + poison + poisoned + truesight 120 ft., passive Perception 23 + all, telepathy 120 ft. + 18 + + Contamination + The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex’s Contamination for 24 hours. + + + Innate Spellcasting + The sibriex’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: +At will: charm person, command, dispel magic, hold monster +3/day: feeblemind + + + Legendary REsistance (3/day) + If the sibriex fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The sibriex has advantage on saving throws against spells and other magical effects. + + + Multiattack + The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both. + + + Chain + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage. + + + Squirt Bile + The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage. + + + Warp Creature + The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex’s control. The transformation of the body can be undone only by a wish spell. + + + Legendary Actions + The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sibriex regains spent legendary actions at the start of its turn. + + + Cast a Spell + The sibriex casts a spell. + + + Spray Bile + The sibriex uses Squirt Bile. + + + Warp (Costs 2 Actions) + The sibriex uses Warp Creature. + + + Sibriex + Thought to be as old as the Abyss itself, sibriexes haunt remote parts of the plane, where they use their vile abilities to breed new horrors and apprehend forbidden lore. Rivulets of blood and bile cascade from a sibriex’s body. Where these noxious fluids hit the ground, the landscape becomes polluted. +Keepers of Forbidden Lore. Sibriexes have spent eons amassing information from across the planes, hoarding knowledge for when it might be useful. Such is their incredible intellect that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while other sibriexes cling to their secrets, parceling out lore only when doing so would advance their plans. +Demon Crafters. Sibriexes can channel the power of the Abyss to create new demons from other creatures. Over the course of days, they can create vast numbers of rutterkins to protect their lands and to ensure that the plane teems with destructive monsters. Some demons petition sibriexes for physical gifts, and if they are moved to do so, sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely; they demand a service or a treasure in return for the flesh-shaping they provide. +Variant: Flesh Warping +Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch, 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 table (or choose one effect) to determine how the creature is transformed permanently. + + + Flesh Warping + d100 +Effect +01–05 +The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned. +06–10 +The target’s eyes push out of its head at the end of stalks. +11–15 +The target’s hands grow claws, which can be used as daggers. +16–20 +One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet. +21–25 +The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open. +26–30 +A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet. +31–35 +The target’s ears tear free from its head and scurry away; the target is deafened. +36–40 +Two of the target’s teeth turn into tusks. +41–45 +The target’s skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1). +46–50 +The target’s arms and legs switch places, preventing the target from moving unless it crawls. +51–55 +The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet. +56–60 +The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet. +61–65 +The target grows a whiplike tail, which it can use as a whip. +66–70 +The target’s eyes turn black, and it gains darkvision out to a range of 120 feet. +71–75 +The target swells, tripling its weight. +76–80 +The target becomes thin and skeletal, halving its weight. +81–85 +The target’s head doubles in size. +86–90 +The target’s ears become wings, giving it a flying speed of 5 feet. +91–95 +The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. +96–00 +The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned. + + + + + + Baldur's Gate: Descent into Avernus + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Legendary Actions + can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. regains spent legendary actions at the start of his turn. + + + + + + + + Abyssal Wretch + M + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 11 () + 18 (4d8) + 20 ft. + 9 + 12 + 11 + 5 + 8 + 5 + + + cold, fire, lightning + + poison + charmed, frightened, poisoned + darkvision 120 ft., passive Perception 9 + understand Abyssal but can't speak + 1/4 + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. + + + + + + + + + + + + Bone Whelk + L + monstrosity, Baldur's Gate: Descent into Avernus + unaligned + 12 (natural armor) + 27 (5d10) + 15 ft. climb 15 ft. + 10 + 5 + 11 + 6 + 9 + 3 + + + + + + + darkvision 60 ft., passive Perception 9 + - + 1/4 + + Adhesive. + The bone whelk can cause Medium or smaller objects to adhere to it. A Medium or smaller creature that touches the bone whelk is grappled by it (escape DC 10). + + + Death Scream. + When the bone whelk dies, it emits a blood-curdling shriek than can be heard out to a range of 120 feet. This shriek causes nonmagical, organic material within 10 feet of the bone whe lk to rot. Each creature within 10 feet of the bone whelk when it dies takes 9 (2d8) necrotic damage. + + + Spider Climb. + The bone whe lk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Bite. + Melee Weapon Attack: +2 to hit, reach 5 ft. , one creature. Hit: 4 (ld8) piercing damage. + + + + + + + + + + + + Mahadi the Rakshasa + M + fiend, Baldur's Gate: Descent into Avernus + lawful evil + 17 (natural armor) + 195 (23d8+92) + 40ft + 14 + 18 + 18 + 14 + 18 + 20 + Wis +9, Cha+ 10 + Arcana +7, Deception +10, Insight +9, Perception +9 + + piercing from magic weapons wielded by good creatures + bludgeoning, piercing, and slashing from nonmagical attacks + + darkvision 120 ft ., passive Perception 19 + Common, Infernal; can read all writing + 14 + + Limited Magic Immunity. + Mahadi can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects. + + + Innat e Spellcast ing. + Mahadi's innate spellcasting ability is Charisma (spell save DC 18, +9 to hit with spell attacks). He can inna t ely cast the following spells, re quirin g no material components: +At will: detect thoughts, disguise self, mage hand, minor illusion +3/day each: charm person, detect magic, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion +l/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing + + + Magic Weapons. + Mahadi's weapon attacks are magical. + + + Multiattack. + Mahadi makes four claw attacks. + + + Claw. + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it's a creature. The curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. + + + Summon Erinyes (1/ Day). + Mahadi summons llzabet, an erinyes bound to him by an infernal contract. The erinyes appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon ot her devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies, Mahadi loses this action option. + + + + + + + + + + + + Smiler the Defiler + M + fey (elf), Baldur's Gate: Descent into Avernus + chaotic evil + 18 (+2 leather armor) + 165 (22d8+66) + 30 ft. + 14 + 20 + 16 + 18 + 11 + 18 + + Deception +7, Persuasion +7 + bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 60 ft ., passive Perception 10 + Common, Elvish, Sylvan + 7 + + Fey Step (Recharge 4- 6). + As a bonus action, Smiler can teleport up to 30 feet to an unoccupied space that he can see or to the empty seat of his infernal war machine. + + + Innate Spellcasting. + Smiler's innate spellcasting abil ity is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components: +At will: charm person, Tasha's hideous laughter +3/day each: confusion, enthrall, suggestion +l/day each: hallucina tory terrain, Otto's irresistible dance + + + Magic Resistance. + Smiler has advantage on saving throws against spells and other magical effects. + + + Multiattack. + Smiler makes two weapon attacks. He can cast a spell in place of one of these attacks. + + + +1 Shortsword. + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (ld6 + 6) piercing damage. + + + + + + + + + + + + Tiamat + G + fiend, Baldur's Gate: Descent into Avernus + chaotic evil + 25 (natural armor) + 615 (30d20+300) + 60 ft. fly 120 ft. + 30 + 10 + 30 + 26 + 26 + 28 + Str +l9, Dex+9, Wis +17 + Arcana +17, Perception +26, Religion +17 + + + acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks + blinded, charmed, deafened, frightened, poisoned, stunned + darkvision 240 ft., truesight 120 ft., passive Perception 36 + Common, Draconic, Infernal + 30 + + Discorporation. + When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hel ls, and she is unable to take physical form for a time. + + + Innate Spellcasting (3/Day). + Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma. + + + Legendary Resistance (5/Day). + lf Tiamat fails a saving throw, she can choose to succeed instead. + + + Limited Magic Immunity. + Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lowe r. She has advantage on saving throws against all other spells and magical effects. + + + Magic Weapons. + Tiamat's weapon attacks are magical. + + + Multiple Heads. + Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that wo uld stun a creature, one of her unspent legendary actions is spent. + + + Regeneration. + lf Tiamat has at least l hit point, she regains 30 hit points at the start of her tu rn. + + + Multiattack. + Tiamat can use her Frightful Presence. She then makes th ree attacks: two with her claws and one with her tail. + + + Claw. + Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage. + + + Tail. + Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) blud geoning damage. + + + Frightful Presence. + Each creature of Tiamat's choice that is within 240 feet ofTiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Tiamat's Frightful Presence for the next 24 hours. + + + + + + + Legendary Actions + Tiamat can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of her turn. Tiamat's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn. + + + Bite. + Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4dl0 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head) , or co ld damage (white dragon head). + + + Black Dragon Head: Acid Breath (Costs 2 Actions). + Tiamat exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. + + + Blue Dragon Head: Lightning Breath (Costs 2 Actions). + Tiamat exhales lightning in a 120 -foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (l6dl0) lightning damage on a fai led save, or half as much damage on a successful one. + + + Green Dragon Head: Poison Breath (Costs 2 Actions). + Tiamat exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. + + + Red Dragon Head: Fire Breath (Costs 2 Actions). + Tiamat exhales fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a fa iled save, or half as much damage on a successful one. + + + White Dragon Head: Cold Breath (Costs 2 Actions). + Tiamat exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one. + + + + Nine-Fingers Kneene + M + humanoid (human), Baldur's Gate: Descent into Avernus + neutral + 15 (leather armor) + 84 (13d8+26) + 30 ft. + 12 + 18 + 14 + 13 + 17 + 14 + Dex +7, Int +4 + Acrobatics+ 10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight of Hand +10, Stealth +10 + + + + + passive Perception 16 + Common, thieves' cant + 5 + + Cunning Action + On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action. + + + Dagger Thrower. + Nine-Fingers adds double her proficiency bonus to the damage she deals on ranged attacks made with daggers (already factored into her attacks). + + + Multiattack. + Nine-Fingers attacks three times with her daggers. + + + Dagger. + Me/ee or Ranged Weapon Attack: +7 to hit, reach S ft. or range 20/60 ft., one target. Hit: 6 (ld4 + 4) piercing damage, plus 6 piercing damage if it's a ranged attack. + + + Uncanny Dodge. + Nine-Fingers halves the damage that she takes from an at tack that hits her. She must be able to see the attacker. + + + + + + + + Rilsa Rael + M + humanoid (human), Baldur's Gate: Descent into Avernus + neutral + 15 (leather armor) + 52 (8d8+16) + 30 ft. + 14 + 18 + 14 + 10 + 11 + 15 + Dex +6, Wis +2 + Acrobatics +6, Athletics +4, Deception +4, Perception +2, Sleight of Hand +6, Stealth +6 + + + + + passive Perception 12 + Common, thieves' cant + 3 + + Cunning Action. + On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action. + + + Focus. + If Rilsa damages a creature with a weapon attack, she gains advantage on attack rolls against that target until the end of her next turn. + + + Tactical Leadership. + As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn't provoke opportunity attacks until the end of its next turn, provided it can hear Rilsa's commands. + + + Multiattack. + Rilsa makes three weapon attacks. + + + Shortsword. + Me/ee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) piercing damage. + + + Dagger. + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (ld4 + 4) piercing damage. + + + + + + + + + + + + Devil's Ride + L + vehicle (500lb), Baldur's Gate: Descent into Avernus + none + 23 (19 while motionless) + 30 (damage threshold 5, mishap threshold 10) + 120 ft. + 14 + 18 + 12 + 0 + 0 + 0 + + + + + fire, poison, psychic + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious + + - + 0 + + Description + A Devil's Ride is a two-wheeled infernal war machine that handles like a motorcycle. It has spiked wheels, a screaming engine, and a cowl shaped vaguely like a grinning devil's visage, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability. + + + Capacity + Creature Capacity: 1 medium creature +Cargo Capacity: 100 lb + + + Magical Elements + An infernal war machine's engine, furnace, and weapons are magical and become in operable within an antimagic field. When the engine or furnace comes into contact with such an effect, the infernal war machine shuts down and can't be restarted until both the engine and the furnace are free of the field. + + + Opportunity Attacks + Infernal war machines provoke opportunity attacks as normal. When an infernal war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn't have total cover and is within reach. + + + Helm + The helm of an infernal war machine is a chair with a wheel. levers, pedals, and other controls. The helm requires a driver to operate. An infernal war machine with no driver automatically fails Dexterity saving throws. A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the infernal war machine's ability scores.Drive. While the infernal war mac hine's engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course. +If the driver is incapacitated, leaves the helm, or does nothing to alter the infernal war machine's course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver's last turn until it hits an obstacle big enough to stop it. +Bonus A ctions. As a bonus action, the driver can do one of the following: +• Start the infernal war machine's engine or shut it off. +• Cause the infernal war machine to take the Dash or Disengage action while the vehicle's engine is running. +• Insert a soul coin or pour a flask of demon ichor into the engine's furnace (see "Soul Fuel'" and "Demon Ichor Boost" below). + + + + Weapon Stations + Each of an infernal war machine's weapons takes up a station on the vehicle. One weapon can be replaced with another (see "Alternative Weapon Stations," page 221 BG:DiA), provided the crew requirement needed to operate the replacement weapon is the same. + + + Soul Fuel + The engine at the heart of every infernal war machine has a furnace fueled by soul coins (see page 225). Among the vehicle's helm controls is a narrow slot into which soul coins can be fed. Soul coins placed in this slot tumble into the furnace, which is two size categories smaller than the vehicle containing it. An infernal war machine's furnace consumes a soul coin instantly, expending all the coin's remaining charges at once and destroying the coin in the process. The soul trapped in the coin becomes trapped in the furnace instead, powering th e infernal war machine for a duration determined by how many charges the soul coin had when it was consumed: 1 charge, 24 hours; 2 charges, 48 hours; 3 charges, 72 hours. If it's still trapped in the furnace when this duration ends, the soul is destroyed. Not even divine intervention can restore a soul destroyed in this manner. Regardless of its size, a furna ce can hold any number of souls, their screams of anguish audible out to a range of 60 feet. Each new soul fed to the furnace adds more fuel to the vehicle, allowing it to run longer. + + + Demon Ichor Boost + Pouring a flask of demon ichor into an infernal war machine's furnace increases the vehicle's speed by 30 feet for 1 minute. While the vehicle's speed is increased in this way, roll a d20 at the start of each of the driver's turns. On a 1. the vehicle suffers the Furnace Rupture result on the Mishaps table (page 220). + + + Mishaps + Roll on the Mishaps table when one of the following occurs +to an infernal war machine while it's in motion: +• The infernal war machine takes damage from a single source equal to or greater than its mishap threshold. +• The infernal war machine fails an ability check (or its driver faHs an ability check using the vehicle"s ability)by more than 5. +If a mishap has a repair DC, the mishap can be ended by making repairs to the vehicle (see "Repairs" below). +Mishaps Table +Engine Flare. Fire erupts from the engine and engulfs the veh i cle. Any creature that starts its turn on or inside the vehicl e takes 10 (3d6) fire damage until this mishap ends. Repair DC: 15 (Dex) +2-4 Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and Dex terity saving throws until this mishap ends. Repair DC: 15 (Str) +5-7 Furnace Rupture. The vehicle's speed decreases by 30 feet until this mishap ends. Repair DC: 15 (Str) +8-10 Weapon Malfunction. One of the vehicle's weapons (DM's choice) can't be used until this mishap ends. If the vehicle has no functioning weapons, no mishap occurs. Repair DC: 20 (Str) +11-13 Blinding Smoke. The helm station fills with smoke and is heavily obscured until this mishap ends. Any creature in the helm station is blinded by the smoke. Repair DC: 15 (Dex) +14-16 Shedding Armor. The vehicle's damage threshold is reduced by 10 until this mishap ends. Repair DC: 15 (Str) +17-19 Damaged Axle. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage. Repair DC: 20 (Dex) +20 Flip. The vehicle Aips over, falls prone, and comes to a dead stop in an unoccupied space. Any unsecured creature holding on to the outside of the vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage Repair DC: None. + + + Vehicular Exhaustion + The harsh conditions of the Nine Hells can cause an infernal war machine to stop functioning properly, until it eventually breaks down. Such wear and tear can be represented using exhaustion, as described in appendix A of the Player's Handbook, with these modifications: +• When an infernal war machine reaches exhaustion level 6, its hit points drop to 0, and the vehicle breaks down. +• The only way to remove the effects of exhaustion on an infernal war machine is to repair the vehicle. + + + Repairs + When an infernal war machine is damaged, suffers a mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. +The creature making the repairs must meet the following criteria: +• The creature can't operate the vehicle's helm or one of its weapon stations while making repairs. +• The creature must be within reach of the damaged area in need of repair. +• The creature must have the right tools for the job (smith's tools or tinker's tools, for example). Before beginning repairs, a c reature must decide whether the repairs are aimed at ending a mishap, removing a level of exhaustion, or restoring the damaged vehicle's hit points. Each option is discussed below. +END A MISHAP: A creature can use its action to make an ability check based on the nature of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it's proficient with the tools used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can't be repaired. +REMOVE EXHAUSTION: If the infernal war machine has one or more levels of exhaustion, a creature can spend 1 hour or more trying to reduce the vehicle's exhaustion level. The vehicle must be stationary, and the creature must have spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Intelligence check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle's exhaustion level decreases by 1. If the check fails, the vehicle's exhaustion level remains unchanged, though the repair can be attempted again using the same replacement parts. +RESTORE HIT POINTS: If the infernal war machine has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the c h eck if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. 1f the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts. + + + Crashing + When an infernal war machine crashes into something that could reasonably damage it, such as an iron wall or another vehicle of its size or bigger, the infernal war machine comes to a sudden stop and takes ld6 bludgeoning damage for every 10 feet it moved since its last turn (maximum 20d6). Whatever the vehicle struck takes the same amount of damage. If this damage is less than the infernal war machine's damage threshold, the vehicle takes no damage from the crash. Regardless of whether or not the infernal war machine takes damage, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking ld6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save. +CRASHING INTO CREATURES: An infernal war machine can crash into a creature by entedng its space. The creature can use its reaction to attempt to get out of the vehicle's way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals ld6 bludgeoning damage to the creature for every 10 feet the vehicle moved since its last turn (maximum 20d6). An infernal war machine that is at least two size categories bigger than the creature it crashed into can continue moving through that creature's space if the infernal war machine has any movement left. Otherwise, the vehicle comes to a sudden stop, and each creature on or inside the infernal war machine when it crashes must make a DC 15 Strength saving throw, taking ld6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save. + + + Falling + When an infernal war machine goes over a cliff or otherwise falls, the vehicle and all creatures on or inside it take damage from the fall as normal (ld6 bludgeoning damage per 10 feet fallen, maximum 20d6) and land prone. + + + Fiendish Variations + Devils work tirelessly to create new and more powerful engines of war to stem the demonic tides flowing out of the Abyss. fn addition, infernal war machines can be equipped with more unusual weapons and armor. +Alternative Weapons Stations: One weapon station can be switched for another, but the infernal war machine can't have more weapon stations than it normally has. A handful of alternative weapon stations are described in this section. + + + Acidic Bile Sprayer + This hose weapon is attached to demonic organs that produce an acidic bile that dissolves flesh on contact. +Acidic Bile Sprayer (Requires 1 Crew and Grants Half Cover, Recharge 5-6). Acidic bile sprays from a nozzle in a 30-foot cone. Each creature in the cone must make a DC 12 Dexterity saving throw, taking 40 (9d8) acid damage on a fa iled save, or ha lf as much damage on a successful one. A creature reduced to 0 hit points by this damage is dissolved, leaving behind any objects it was carrying or wearing. + + + Flamethrower + Although useless against demons, this weapon is great against flammable creatures and objects. +Flamethrower (Requires 1 Crew and Grants Half Cover). Fire shoots out of the weapon's nozzle in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The fi re ignites any flammable objects in the area that aren't being carried or worn. + + + Infernal Screamer + A writhing humanoid torso made of melting wax juts out from this station, with a barbed hand crank between its shoulder blades. The figure telepathically shrieks in agony when the crank is turned. +Infernal Screamer (Requires 1 Crew and Grants Half Cover). The screamer's operator ta rgets one creature it can see within 120 feet of the screamer. The target must make a DC 15 Wisdom saving throw, taking 26 (4dl2) psychic damage on a failed save, or half as much damage on a successful one. + + + Styx Sprayer + This flexible hose is connected to a tank that holds 30 gallons of water from the River Styx. Each use of the weapon depletes 10 gallons of the water. Refilling the tank requires access to the Styx. +Styx Sprayer (Requires 1 Crew and Grants Half Cover; 3 Uses). Ranged Spell Attack: +5 to hit, range 30 ft., one creature. Hit: The creature is struck by water from the River Styx and targeted by a feeblemind spell (save DC 20). An already feebleminded creature is immune to this effect, as is a creature adapted to the River Styx. If the target fails its saving throw and the spell's effect on it is not ended within 30 days, the effect becomes permanent, whereupon the creature loses all its memories and becomes a near-mindless shell of its former sel f. At that point, nothing short of divine intervention can undo the effect. + + + Armor Upgrades + An infernal war machine can receive one armor upgrade. Sample upgrades are described below. + + + Canian Armor + The infernal iron used to make the vehicle was mined on Cania, the coldest layer of the Nine Hells. An infernal war machine with Canian armor has an Armor Class of 22 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage. The infernal war machine also has immunity to cold damage in addition to its other damage immunities, and it's immune to the effects of extreme cold. + + + Gilded Death Armor + Gold stolen or bartered from the archdevil Mammon plates the vehicle's exterior. This gold can't be removed without destroying the vehicle and turns to dust when the infernal war machine drops to 0 hit points. Gilded death armor grants the infernal war machine resistance to bludgeoning, piercing, and slashing damage. + + + Soul Spike Armor + The vehicle is covered with spikes inscribed with blasphemous symbols. Luminous, ghostly figures impaled on these spikes wail and reach out in agony. If a creature that isn't a devil dies within 30 feet of the infernal war machine, its soul (if it has one) is torn from its body and joins the wailing throng impaled on the spikes. As long as its soul remains trapped, a creature can't be raised from the dead by any means. A trapped soul is freed if the vehicle is destroyed, if the spike anchoring it is the target of a remove curse spell or similar magic, or if the spike is destroyed. Each spike is a Small object with AC 19, 15 hit points, and resistance to all damage except radiant damage. + + + Magical Gadgets + Devils like to bedeck their infernal war machines with fiendish gadgets to bedevil foes. Such gadgets are usually activated from the helm station. + + + Necrotic Smoke Screen + The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1 minute. The area within it is heavily obscured. Any creature that enters the cloud for the first time on a turn or starts its turn there takes 21 (6d6) necrotic damage. A strong wind disperses the cloud. This device needs 24 hours to recharge before it can be used again. + + + Teleporter + The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to teleport to an unoccupied space that the driver can see up to 300 feet away from the vehicle's current position. All creatures and objects in contact with the vehicle are teleported along with it. This device needs 24 hours to recharge before it can be used again. + + + Jump + If the Devil's Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement. + + + Prone Deficiency. + If the Devil's Ride fa lls prone, it can't right itself and is incapacitated until pulled upright. + + + Stunt. + On its turn, the driver of the Devil's Ride can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Devil's Ride must move at least l 0 feet in a straight line. If the driver succeeds on DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fai ls by 5 or more, the Devil's Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop. + + + Action Stations + A creature can use an action of the station it's occupying. Once a creature uses a station's action, that action can't be used again until the start of that creature's next turn. Only one creature can occupy each station. A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal. + + + + Helm (Requires 1 Crew and Grants Half Cover). + Drive and steer the Devi l's Ride. + + + Juke. + If the Devi l's Ride is able to move, the driver can use its reaction to grant the Devil 's Ride advantage on a Dexterity saving throw. + + + + + + + + Tormentor + H + Vehicle (3,000 lb.) Baldur's Gate: Descent into Avernus + none + 21 (19 while motionless) + 60 (damage threshold 10, mishap threshold 20) + 110 ft. + 16 + 14 + 14 + 0 + 0 + 0 + + + + + fire, poison, psychic + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious + + + + + Description + The Tormentor handles like a dune buggy and is designed for raiding and scouting. Bladed iron wheels drive the vehicle forward. + + + Capacity + Creature Capacity: 4 medium creature +Cargo Capacity: 3,000 lb + + + Magical Elements + An infernal war machine's engine, furnace, and weapons are magical and become in operable within an antimagic field. When the engine or furnace comes into contact with such an effect, the infernal war machine shuts down and can't be restarted until both the engine and the furnace are free of the field. + + + Opportunity Attacks + Infernal war machines provoke opportunity attacks as normal. When an infernal war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn't have total cover and is within reach. + + + Helm + The helm of an infernal war machine is a chair with a wheel. levers, pedals, and other controls. The helm requires a driver to operate. An infernal war machine with no driver automatically fails Dexterity saving throws. A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the infernal war machine's ability scores.Drive. While the infernal war mac hine's engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course. +If the driver is incapacitated, leaves the helm, or does nothing to alter the infernal war machine's course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver's last turn until it hits an obstacle big enough to stop it. +Bonus A ctions. As a bonus action, the driver can do one of the following: +• Start the infernal war machine's engine or shut it off. +• Cause the infernal war machine to take the Dash or Disengage action while the vehicle's engine is running. +• Insert a soul coin or pour a flask of demon ichor into the engine's furnace (see "Soul Fuel'" and "Demon Ichor Boost" below). + + + Weapon Stations + Each of an infernal war machine's weapons takes up a station on the vehicle. One weapon can be replaced with another (see "Alternative Weapon Stations," page 221 BG:DiA), provided the crew requirement needed to operate the replacement weapon is the same. + + + Soul Fuel + The engine at the heart of every infernal war machine has a furnace fueled by soul coins (see page 225). Among the vehicle's helm controls is a narrow slot into which soul coins can be fed. Soul coins placed in this slot tumble into the furnace, which is two size categories smaller than the vehicle containing it. An infernal war machine's furnace consumes a soul coin instantly, expending all the coin's remaining charges at once and destroying the coin in the process. The soul trapped in the coin becomes trapped in the furnace instead, powering th e infernal war machine for a duration determined by how many charges the soul coin had when it was consumed: 1 charge, 24 hours; 2 charges, 48 hours; 3 charges, 72 hours. If it's still trapped in the furnace when this duration ends, the soul is destroyed. Not even divine intervention can restore a soul destroyed in this manner. Regardless of its size, a furna ce can hold any number of souls, their screams of anguish audible out to a range of 60 feet. Each new soul fed to the furnace adds more fuel to the vehicle, allowing it to run longer. + + + Demon Ichor Boost + Pouring a flask of demon ichor into an infernal war machine's furnace increases the vehicle's speed by 30 feet for 1 minute. While the vehicle's speed is increased in this way, roll a d20 at the start of each of the driver's turns. On a 1. the vehicle suffers the Furnace Rupture result on the Mishaps table (page 220). + + + Mishaps + Roll on the Mishaps table when one of the following occurs +to an infernal war machine while it's in motion: +• The infernal war machine takes damage from a single source equal to or greater than its mishap threshold. +• The infernal war machine fails an ability check (or its driver faHs an ability check using the vehicle"s ability)by more than 5. +If a mishap has a repair DC, the mishap can be ended by making repairs to the vehicle (see "Repairs" below). +Mishaps Table +Engine Flare. Fire erupts from the engine and engulfs the veh i cle. Any creature that starts its turn on or inside the vehicl e takes 10 (3d6) fire damage until this mishap ends. Repair DC: 15 (Dex) +2-4 Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and Dex terity saving throws until this mishap ends. Repair DC: 15 (Str) +5-7 Furnace Rupture. The vehicle's speed decreases by 30 feet until this mishap ends. Repair DC: 15 (Str) +8-10 Weapon Malfunction. One of the vehicle's weapons (DM's choice) can't be used until this mishap ends. If the vehicle has no functioning weapons, no mishap occurs. Repair DC: 20 (Str) +11-13 Blinding Smoke. The helm station fills with smoke and is heavily obscured until this mishap ends. Any creature in the helm station is blinded by the smoke. Repair DC: 15 (Dex) +14-16 Shedding Armor. The vehicle's damage threshold is reduced by 10 until this mishap ends. Repair DC: 15 (Str) +17-19 Damaged Axle. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage. Repair DC: 20 (Dex) +20 Flip. The vehicle Aips over, falls prone, and comes to a dead stop in an unoccupied space. Any unsecured creature holding on to the outside of the vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage Repair DC: None. + + + Vehicular Exhaustion + The harsh conditions of the Nine Hells can cause an infernal war machine to stop functioning properly, until it eventually breaks down. Such wear and tear can be represented using exhaustion, as described in appendix A of the Player's Handbook, with these modifications: +• When an infernal war machine reaches exhaustion level 6, its hit points drop to 0, and the vehicle breaks down. +• The only way to remove the effects of exhaustion on an infernal war machine is to repair the vehicle. + + + Repairs + When an infernal war machine is damaged, suffers a mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. +The creature making the repairs must meet the following criteria: +• The creature can't operate the vehicle's helm or one of its weapon stations while making repairs. +• The creature must be within reach of the damaged area in need of repair. +• The creature must have the right tools for the job (smith's tools or tinker's tools, for example). Before beginning repairs, a c reature must decide whether the repairs are aimed at ending a mishap, removing a level of exhaustion, or restoring the damaged vehicle's hit points. Each option is discussed below. +END A MISHAP: A creature can use its action to make an ability check based on the nature of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it's proficient with the tools used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can't be repaired. +REMOVE EXHAUSTION: If the infernal war machine has one or more levels of exhaustion, a creature can spend 1 hour or more trying to reduce the vehicle's exhaustion level. The vehicle must be stationary, and the creature must have spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Intelligence check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle's exhaustion level decreases by 1. If the check fails, the vehicle's exhaustion level remains unchanged, though the repair can be attempted again using the same replacement parts. +RESTORE HIT POINTS: If the infernal war machine has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the c h eck if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. 1f the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts. + + + Crashing + When an infernal war machine crashes into something that could reasonably damage it, such as an iron wall or another vehicle of its size or bigger, the infernal war machine comes to a sudden stop and takes ld6 bludgeoning damage for every 10 feet it moved since its last turn (maximum 20d6). Whatever the vehicle struck takes the same amount of damage. If this damage is less than the infernal war machine's damage threshold, the vehicle takes no damage from the crash. Regardless of whether or not the infernal war machine takes damage, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking ld6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save. +CRASHING INTO CREATURES: An infernal war machine can crash into a creature by entedng its space. The creature can use its reaction to attempt to get out of the vehicle's way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals ld6 bludgeoning damage to the creature for every 10 feet the vehicle moved since its last turn (maximum 20d6). An infernal war machine that is at least two size categories bigger than the creature it crashed into can continue moving through that creature's space if the infernal war machine has any movement left. Otherwise, the vehicle comes to a sudden stop, and each creature on or inside the infernal war machine when it crashes must make a DC 15 Strength saving throw, taking ld6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save. + + + Falling + When an infernal war machine goes over a cliff or otherwise falls, the vehicle and all creatures on or inside it take damage from the fall as normal (ld6 bludgeoning damage per 10 feet fallen, maximum 20d6) and land prone. + + + Fiendish Variations + Devils work tirelessly to create new and more powerful engines of war to stem the demonic tides flowing out of the Abyss. fn addition, infernal war machines can be equipped with more unusual weapons and armor. +Alternative Weapons Stations: One weapon station can be switched for another, but the infernal war machine can't have more weapon stations than it normally has. A handful of alternative weapon stations are described in this section. + + + Acidic Bile Sprayer + This hose weapon is attached to demonic organs that produce an acidic bile that dissolves flesh on contact. +Acidic Bile Sprayer (Requires 1 Crew and Grants Half Cover, Recharge 5-6). Acidic bile sprays from a nozzle in a 30-foot cone. Each creature in the cone must make a DC 12 Dexterity saving throw, taking 40 (9d8) acid damage on a fa iled save, or ha lf as much damage on a successful one. A creature reduced to 0 hit points by this damage is dissolved, leaving behind any objects it was carrying or wearing. + + + Flamethrower + Although useless against demons, this weapon is great against flammable creatures and objects. +Flamethrower (Requires 1 Crew and Grants Half Cover). Fire shoots out of the weapon's nozzle in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The fi re ignites any flammable objects in the area that aren't being carried or worn. + + + Infernal Screamer + A writhing humanoid torso made of melting wax juts out from this station, with a barbed hand crank between its shoulder blades. The figure telepathically shrieks in agony when the crank is turned. +Infernal Screamer (Requires 1 Crew and Grants Half Cover). The screamer's operator ta rgets one creature it can see within 120 feet of the screamer. The target must make a DC 15 Wisdom saving throw, taking 26 (4dl2) psychic damage on a failed save, or half as much damage on a successful one. + + + Styx Sprayer + This flexible hose is connected to a tank that holds 30 gallons of water from the River Styx. Each use of the weapon depletes 10 gallons of the water. Refilling the tank requires access to the Styx. +Styx Sprayer (Requires 1 Crew and Grants Half Cover; 3 Uses). Ranged Spell Attack: +5 to hit, range 30 ft., one creature. Hit: The creature is struck by water from the River Styx and targeted by a feeblemind spell (save DC 20). An already feebleminded creature is immune to this effect, as is a creature adapted to the River Styx. If the target fails its saving throw and the spell's effect on it is not ended within 30 days, the effect becomes permanent, whereupon the creature loses all its memories and becomes a near-mindless shell of its former sel f. At that point, nothing short of divine intervention can undo the effect. + + + Armor Upgrades + An infernal war machine can receive one armor upgrade. Sample upgrades are described below. + + + Canian Armor + The infernal iron used to make the vehicle was mined on Cania, the coldest layer of the Nine Hells. An infernal war machine with Canian armor has an Armor Class of 22 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage. The infernal war machine also has immunity to cold damage in addition to its other damage immunities, and it's immune to the effects of extreme cold. + + + Gilded Death Armor + Gold stolen or bartered from the archdevil Mammon plates the vehicle's exterior. This gold can't be removed without destroying the vehicle and turns to dust when the infernal war machine drops to 0 hit points. Gilded death armor grants the infernal war machine resistance to bludgeoning, piercing, and slashing damage. + + + Soul Spike Armor + The vehicle is covered with spikes inscribed with blasphemous symbols. Luminous, ghostly figures impaled on these spikes wail and reach out in agony. If a creature that isn't a devil dies within 30 feet of the infernal war machine, its soul (if it has one) is torn from its body and joins the wailing throng impaled on the spikes. As long as its soul remains trapped, a creature can't be raised from the dead by any means. A trapped soul is freed if the vehicle is destroyed, if the spike anchoring it is the target of a remove curse spell or similar magic, or if the spike is destroyed. Each spike is a Small object with AC 19, 15 hit points, and resistance to all damage except radiant damage. + + + Magical Gadgets + Devils like to bedeck their infernal war machines with fiendish gadgets to bedevil foes. Such gadgets are usually activated from the helm station. + + + Necrotic Smoke Screen + The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1 minute. The area within it is heavily obscured. Any creature that enters the cloud for the first time on a turn or starts its turn there takes 21 (6d6) necrotic damage. A strong wind disperses the cloud. This device needs 24 hours to recharge before it can be used again. + + + Teleporter + The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to teleport to an unoccupied space that the driver can see up to 300 feet away from the vehicle's current position. All creatures and objects in contact with the vehicle are teleported along with it. This device needs 24 hours to recharge before it can be used again. + + + Crushing Wheels + The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d l0) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage. This tra it can't be used against a particular creature more than once each turn. + + + Prone Deficiency + If the Tormentor rolls over and fal ls prone, it can't right itself and is incapacitated until flipped upright. + + + Magic Weapons + The Tormentor's weapon attacks are magical. + + + Raking Scythes. + When the Tormentor moves within 5 feet of a creature that isn't prone or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 (2d10 + 2) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a DC 13 Dexterity saving throw. A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw. + + + Action Stations + A creature can use an action of the station it's occupying. Once a creature uses a station's action, that action can't be used again until the start of that creature's next turn. Only one creature can occupy each station. A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal. + + + + Helm (Requires 1 Crew and Grants Half Cover). + Drive and steer the Tormentor. + + + Harpoon Flinger (Requires 1 Crew and Grants Half Cover). + Ammunition: 10 harpoons. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d8 + 2) piercing damage. + + + + + + + Juke. + If the Tormentor is able to move, the driver can use its reaction to grant the Devil 's Ride advantage on a Dexterity saving throw. + + + + + + + + Demon Grinder + G + Vehicle (12,000 lb.) Baldur's Gate: Descent into Avernus + none + 19 + 200 (damage theshold 10, mishap threshold 20) + 100 ft. + 18 + 10 + 18 + 0 + 0 + 0 + + + + + fire, poison, psychic + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious + + + 0 + + Description + A Demon Grinder is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. Iron jaws are mounted on the front of the vehicle, which handles like a garbage truck. + + + Capacity + Creature Capacity: 8 medium creature +Cargo Capacity: 1 ton + + + Magical Elements + An infernal war machine's engine, furnace, and weapons are magical and become in operable within an antimagic field. When the engine or furnace comes into contact with such an effect, the infernal war machine shuts down and can't be restarted until both the engine and the furnace are free of the field. + + + Opportunity Attacks + Infernal war machines provoke opportunity attacks as normal. When an infernal war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn't have total cover and is within reach. + + + Helm + The helm of an infernal war machine is a chair with a wheel. levers, pedals, and other controls. The helm requires a driver to operate. An infernal war machine with no driver automatically fails Dexterity saving throws. A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the infernal war machine's ability scores.Drive. While the infernal war mac hine's engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course. +If the driver is incapacitated, leaves the helm, or does nothing to alter the infernal war machine's course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver's last turn until it hits an obstacle big enough to stop it. +Bonus A ctions. As a bonus action, the driver can do one of the following: +• Start the infernal war machine's engine or shut it off. +• Cause the infernal war machine to take the Dash or Disengage action while the vehicle's engine is running. +• Insert a soul coin or pour a flask of demon ichor into the engine's furnace (see "Soul Fuel'" and "Demon Ichor Boost" below). + + + Weapon Stations + Each of an infernal war machine's weapons takes up a station on the vehicle. One weapon can be replaced with another (see "Alternative Weapon Stations," page 221 BG:DiA), provided the crew requirement needed to operate the replacement weapon is the same. + + + Soul Fuel + The engine at the heart of every infernal war machine has a furnace fueled by soul coins (see page 225). Among the vehicle's helm controls is a narrow slot into which soul coins can be fed. Soul coins placed in this slot tumble into the furnace, which is two size categories smaller than the vehicle containing it. An infernal war machine's furnace consumes a soul coin instantly, expending all the coin's remaining charges at once and destroying the coin in the process. The soul trapped in the coin becomes trapped in the furnace instead, powering th e infernal war machine for a duration determined by how many charges the soul coin had when it was consumed: 1 charge, 24 hours; 2 charges, 48 hours; 3 charges, 72 hours. If it's still trapped in the furnace when this duration ends, the soul is destroyed. Not even divine intervention can restore a soul destroyed in this manner. Regardless of its size, a furna ce can hold any number of souls, their screams of anguish audible out to a range of 60 feet. Each new soul fed to the furnace adds more fuel to the vehicle, allowing it to run longer. + + + Demon Ichor Boost + Pouring a flask of demon ichor into an infernal war machine's furnace increases the vehicle's speed by 30 feet for 1 minute. While the vehicle's speed is increased in this way, roll a d20 at the start of each of the driver's turns. On a 1. the vehicle suffers the Furnace Rupture result on the Mishaps table (page 220). + + + Mishaps + Roll on the Mishaps table when one of the following occurs +to an infernal war machine while it's in motion: +• The infernal war machine takes damage from a single source equal to or greater than its mishap threshold. +• The infernal war machine fails an ability check (or its driver faHs an ability check using the vehicle"s ability)by more than 5. +If a mishap has a repair DC, the mishap can be ended by making repairs to the vehicle (see "Repairs" below). +Mishaps Table +Engine Flare. Fire erupts from the engine and engulfs the veh i cle. Any creature that starts its turn on or inside the vehicl e takes 10 (3d6) fire damage until this mishap ends. Repair DC: 15 (Dex) +2-4 Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and Dex terity saving throws until this mishap ends. Repair DC: 15 (Str) +5-7 Furnace Rupture. The vehicle's speed decreases by 30 feet until this mishap ends. Repair DC: 15 (Str) +8-10 Weapon Malfunction. One of the vehicle's weapons (DM's choice) can't be used until this mishap ends. If the vehicle has no functioning weapons, no mishap occurs. Repair DC: 20 (Str) +11-13 Blinding Smoke. The helm station fills with smoke and is heavily obscured until this mishap ends. Any creature in the helm station is blinded by the smoke. Repair DC: 15 (Dex) +14-16 Shedding Armor. The vehicle's damage threshold is reduced by 10 until this mishap ends. Repair DC: 15 (Str) +17-19 Damaged Axle. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage. Repair DC: 20 (Dex) +20 Flip. The vehicle Aips over, falls prone, and comes to a dead stop in an unoccupied space. Any unsecured creature holding on to the outside of the vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage Repair DC: None. + + + Vehicular Exhaustion + The harsh conditions of the Nine Hells can cause an infernal war machine to stop functioning properly, until it eventually breaks down. Such wear and tear can be represented using exhaustion, as described in appendix A of the Player's Handbook, with these modifications: +• When an infernal war machine reaches exhaustion level 6, its hit points drop to 0, and the vehicle breaks down. +• The only way to remove the effects of exhaustion on an infernal war machine is to repair the vehicle. + + + Repairs + When an infernal war machine is damaged, suffers a mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. +The creature making the repairs must meet the following criteria: +• The creature can't operate the vehicle's helm or one of its weapon stations while making repairs. +• The creature must be within reach of the damaged area in need of repair. +• The creature must have the right tools for the job (smith's tools or tinker's tools, for example). Before beginning repairs, a c reature must decide whether the repairs are aimed at ending a mishap, removing a level of exhaustion, or restoring the damaged vehicle's hit points. Each option is discussed below. +END A MISHAP: A creature can use its action to make an ability check based on the nature of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it's proficient with the tools used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can't be repaired. +REMOVE EXHAUSTION: If the infernal war machine has one or more levels of exhaustion, a creature can spend 1 hour or more trying to reduce the vehicle's exhaustion level. The vehicle must be stationary, and the creature must have spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Intelligence check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle's exhaustion level decreases by 1. If the check fails, the vehicle's exhaustion level remains unchanged, though the repair can be attempted again using the same replacement parts. +RESTORE HIT POINTS: If the infernal war machine has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the c h eck if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. 1f the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts. + + + Crashing + When an infernal war machine crashes into something that could reasonably damage it, such as an iron wall or another vehicle of its size or bigger, the infernal war machine comes to a sudden stop and takes ld6 bludgeoning damage for every 10 feet it moved since its last turn (maximum 20d6). Whatever the vehicle struck takes the same amount of damage. If this damage is less than the infernal war machine's damage threshold, the vehicle takes no damage from the crash. Regardless of whether or not the infernal war machine takes damage, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking ld6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save. +CRASHING INTO CREATURES: An infernal war machine can crash into a creature by entedng its space. The creature can use its reaction to attempt to get out of the vehicle's way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals ld6 bludgeoning damage to the creature for every 10 feet the vehicle moved since its last turn (maximum 20d6). An infernal war machine that is at least two size categories bigger than the creature it crashed into can continue moving through that creature's space if the infernal war machine has any movement left. Otherwise, the vehicle comes to a sudden stop, and each creature on or inside the infernal war machine when it crashes must make a DC 15 Strength saving throw, taking ld6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save. + + + Falling + When an infernal war machine goes over a cliff or otherwise falls, the vehicle and all creatures on or inside it take damage from the fall as normal (ld6 bludgeoning damage per 10 feet fallen, maximum 20d6) and land prone. + + + Fiendish Variations + Devils work tirelessly to create new and more powerful engines of war to stem the demonic tides flowing out of the Abyss. fn addition, infernal war machines can be equipped with more unusual weapons and armor. +Alternative Weapons Stations: One weapon station can be switched for another, but the infernal war machine can't have more weapon stations than it normally has. A handful of alternative weapon stations are described in this section. + + + Acidic Bile Sprayer + This hose weapon is attached to demonic organs that produce an acidic bile that dissolves flesh on contact. +Acidic Bile Sprayer (Requires 1 Crew and Grants Half Cover, Recharge 5-6). Acidic bile sprays from a nozzle in a 30-foot cone. Each creature in the cone must make a DC 12 Dexterity saving throw, taking 40 (9d8) acid damage on a fa iled save, or ha lf as much damage on a successful one. A creature reduced to 0 hit points by this damage is dissolved, leaving behind any objects it was carrying or wearing. + + + Flamethrower + Although useless against demons, this weapon is great against flammable creatures and objects. +Flamethrower (Requires 1 Crew and Grants Half Cover). Fire shoots out of the weapon's nozzle in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The fi re ignites any flammable objects in the area that aren't being carried or worn. + + + Infernal Screamer + A writhing humanoid torso made of melting wax juts out from this station, with a barbed hand crank between its shoulder blades. The figure telepathically shrieks in agony when the crank is turned. +Infernal Screamer (Requires 1 Crew and Grants Half Cover). The screamer's operator ta rgets one creature it can see within 120 feet of the screamer. The target must make a DC 15 Wisdom saving throw, taking 26 (4dl2) psychic damage on a failed save, or half as much damage on a successful one. + + + Styx Sprayer + This flexible hose is connected to a tank that holds 30 gallons of water from the River Styx. Each use of the weapon depletes 10 gallons of the water. Refilling the tank requires access to the Styx. +Styx Sprayer (Requires 1 Crew and Grants Half Cover; 3 Uses). Ranged Spell Attack: +5 to hit, range 30 ft., one creature. Hit: The creature is struck by water from the River Styx and targeted by a feeblemind spell (save DC 20). An already feebleminded creature is immune to this effect, as is a creature adapted to the River Styx. If the target fails its saving throw and the spell's effect on it is not ended within 30 days, the effect becomes permanent, whereupon the creature loses all its memories and becomes a near-mindless shell of its former sel f. At that point, nothing short of divine intervention can undo the effect. + + + Armor Upgrades + An infernal war machine can receive one armor upgrade. Sample upgrades are described below. + + + Canian Armor + The infernal iron used to make the vehicle was mined on Cania, the coldest layer of the Nine Hells. An infernal war machine with Canian armor has an Armor Class of 22 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage. The infernal war machine also has immunity to cold damage in addition to its other damage immunities, and it's immune to the effects of extreme cold. + + + Gilded Death Armor + Gold stolen or bartered from the archdevil Mammon plates the vehicle's exterior. This gold can't be removed without destroying the vehicle and turns to dust when the infernal war machine drops to 0 hit points. Gilded death armor grants the infernal war machine resistance to bludgeoning, piercing, and slashing damage. + + + Soul Spike Armor + The vehicle is covered with spikes inscribed with blasphemous symbols. Luminous, ghostly figures impaled on these spikes wail and reach out in agony. If a creature that isn't a devil dies within 30 feet of the infernal war machine, its soul (if it has one) is torn from its body and joins the wailing throng impaled on the spikes. As long as its soul remains trapped, a creature can't be raised from the dead by any means. A trapped soul is freed if the vehicle is destroyed, if the spike anchoring it is the target of a remove curse spell or similar magic, or if the spike is destroyed. Each spike is a Small object with AC 19, 15 hit points, and resistance to all damage except radiant damage. + + + Magical Gadgets + Devils like to bedeck their infernal war machines with fiendish gadgets to bedevil foes. Such gadgets are usually activated from the helm station. + + + Necrotic Smoke Screen + The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1 minute. The area within it is heavily obscured. Any creature that enters the cloud for the first time on a turn or starts its turn there takes 21 (6d6) necrotic damage. A strong wind disperses the cloud. This device needs 24 hours to recharge before it can be used again. + + + Teleporter + The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to teleport to an unoccupied space that the driver can see up to 300 feet away from the vehicle's current position. All creatures and objects in contact with the vehicle are teleported along with it. This device needs 24 hours to recharge before it can be used again. + + + Crushing Wheels + The Demon Grinder can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4dl0) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4dl0) bludgeoning damage. This trait can't be used against a particular creature more than once each turn. + + + Magic Weapons + The Demon Grinder's weapon attacks are magical. + + + Prone Deficiency. + If the Demon Grinder rolls over and falls prone, it can't right itse lf and is incapacita ted until flipped upright. + + + Action Stations + A creature can use an action of the station it's occupying. Once a creature uses a station's action, that action can't be used again until the start of that creature's next turn. Only one creature can occupy each station. A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal. + + + Helm (Requires 1 Crew and Grants Three-Quarters Cover). + Drive and steer the Demon Grinder. + + + Chomper (Requires 1 Crew and Grants Half Cover). + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6+ 4) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Demon Grinder. Any nonmagical items the target was holding or carrying are destroyed as well. + + + Wrecking Ball (Requires 1 Crew and Grants Half Cover). + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 40 (8d8 + 4) bludgeoning damage. Double the damage if the target is an object or a structure. + + + 2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). + Ammunition : 10 harpoons per station. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage. + + + + + + + + + + + + Scavenger + H + Vehicle (9,000 lb.), Baldur's Gate: Descent into Avernus + none + 20 (19 while motionless) + 150 (damage threshold 10, mishap theshold 20) + 100 ft. + 20 + 12 + 20 + 0 + 0 + 0 + + + + + fire, poison, psychic + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious + + + + + Description + The Scavenger handles like a small bus and is used to sift throught battlefield detritus for scrap metal and other materals worth salvaging. Attached to the back of the vehicle is a swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain. + + + Capacity + Creature Capacity: 8 medium creature +Cargo Capacity: 9,000 lb + + + Magical Elements + An infernal war machine's engine, furnace, and weapons are magical and become in operable within an antimagic field. When the engine or furnace comes into contact with such an effect, the infernal war machine shuts down and can't be restarted until both the engine and the furnace are free of the field. + + + Opportunity Attacks + Infernal war machines provoke opportunity attacks as normal. When an infernal war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn't have total cover and is within reach. + + + Helm + The helm of an infernal war machine is a chair with a wheel. levers, pedals, and other controls. The helm requires a driver to operate. An infernal war machine with no driver automatically fails Dexterity saving throws. A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the infernal war machine's ability scores.Drive. While the infernal war mac hine's engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course. +If the driver is incapacitated, leaves the helm, or does nothing to alter the infernal war machine's course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver's last turn until it hits an obstacle big enough to stop it. +Bonus A ctions. As a bonus action, the driver can do one of the following: +• Start the infernal war machine's engine or shut it off. +• Cause the infernal war machine to take the Dash or Disengage action while the vehicle's engine is running. +• Insert a soul coin or pour a flask of demon ichor into the engine's furnace (see "Soul Fuel'" and "Demon Ichor Boost" below). + + + Weapon Stations + Each of an infernal war machine's weapons takes up a station on the vehicle. One weapon can be replaced with another (see "Alternative Weapon Stations," page 221 BG:DiA), provided the crew requirement needed to operate the replacement weapon is the same. + + + Soul Fuel + The engine at the heart of every infernal war machine has a furnace fueled by soul coins (see page 225). Among the vehicle's helm controls is a narrow slot into which soul coins can be fed. Soul coins placed in this slot tumble into the furnace, which is two size categories smaller than the vehicle containing it. An infernal war machine's furnace consumes a soul coin instantly, expending all the coin's remaining charges at once and destroying the coin in the process. The soul trapped in the coin becomes trapped in the furnace instead, powering th e infernal war machine for a duration determined by how many charges the soul coin had when it was consumed: 1 charge, 24 hours; 2 charges, 48 hours; 3 charges, 72 hours. If it's still trapped in the furnace when this duration ends, the soul is destroyed. Not even divine intervention can restore a soul destroyed in this manner. Regardless of its size, a furna ce can hold any number of souls, their screams of anguish audible out to a range of 60 feet. Each new soul fed to the furnace adds more fuel to the vehicle, allowing it to run longer. + + + Demon Ichor Boost + Pouring a flask of demon ichor into an infernal war machine's furnace increases the vehicle's speed by 30 feet for 1 minute. While the vehicle's speed is increased in this way, roll a d20 at the start of each of the driver's turns. On a 1. the vehicle suffers the Furnace Rupture result on the Mishaps table (page 220). + + + Mishaps + Roll on the Mishaps table when one of the following occurs +to an infernal war machine while it's in motion: +• The infernal war machine takes damage from a single source equal to or greater than its mishap threshold. +• The infernal war machine fails an ability check (or its driver faHs an ability check using the vehicle"s ability)by more than 5. +If a mishap has a repair DC, the mishap can be ended by making repairs to the vehicle (see "Repairs" below). +Mishaps Table +Engine Flare. Fire erupts from the engine and engulfs the veh i cle. Any creature that starts its turn on or inside the vehicl e takes 10 (3d6) fire damage until this mishap ends. Repair DC: 15 (Dex) +2-4 Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and Dex terity saving throws until this mishap ends. Repair DC: 15 (Str) +5-7 Furnace Rupture. The vehicle's speed decreases by 30 feet until this mishap ends. Repair DC: 15 (Str) +8-10 Weapon Malfunction. One of the vehicle's weapons (DM's choice) can't be used until this mishap ends. If the vehicle has no functioning weapons, no mishap occurs. Repair DC: 20 (Str) +11-13 Blinding Smoke. The helm station fills with smoke and is heavily obscured until this mishap ends. Any creature in the helm station is blinded by the smoke. Repair DC: 15 (Dex) +14-16 Shedding Armor. The vehicle's damage threshold is reduced by 10 until this mishap ends. Repair DC: 15 (Str) +17-19 Damaged Axle. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage. Repair DC: 20 (Dex) +20 Flip. The vehicle Aips over, falls prone, and comes to a dead stop in an unoccupied space. Any unsecured creature holding on to the outside of the vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage Repair DC: None. + + + Vehicular Exhaustion + The harsh conditions of the Nine Hells can cause an infernal war machine to stop functioning properly, until it eventually breaks down. Such wear and tear can be represented using exhaustion, as described in appendix A of the Player's Handbook, with these modifications: +• When an infernal war machine reaches exhaustion level 6, its hit points drop to 0, and the vehicle breaks down. +• The only way to remove the effects of exhaustion on an infernal war machine is to repair the vehicle. + + + Repairs + When an infernal war machine is damaged, suffers a mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. +The creature making the repairs must meet the following criteria: +• The creature can't operate the vehicle's helm or one of its weapon stations while making repairs. +• The creature must be within reach of the damaged area in need of repair. +• The creature must have the right tools for the job (smith's tools or tinker's tools, for example). Before beginning repairs, a c reature must decide whether the repairs are aimed at ending a mishap, removing a level of exhaustion, or restoring the damaged vehicle's hit points. Each option is discussed below. +END A MISHAP: A creature can use its action to make an ability check based on the nature of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it's proficient with the tools used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can't be repaired. +REMOVE EXHAUSTION: If the infernal war machine has one or more levels of exhaustion, a creature can spend 1 hour or more trying to reduce the vehicle's exhaustion level. The vehicle must be stationary, and the creature must have spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Intelligence check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle's exhaustion level decreases by 1. If the check fails, the vehicle's exhaustion level remains unchanged, though the repair can be attempted again using the same replacement parts. +RESTORE HIT POINTS: If the infernal war machine has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the c h eck if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. 1f the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts. + + + Crashing + When an infernal war machine crashes into something that could reasonably damage it, such as an iron wall or another vehicle of its size or bigger, the infernal war machine comes to a sudden stop and takes ld6 bludgeoning damage for every 10 feet it moved since its last turn (maximum 20d6). Whatever the vehicle struck takes the same amount of damage. If this damage is less than the infernal war machine's damage threshold, the vehicle takes no damage from the crash. Regardless of whether or not the infernal war machine takes damage, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking ld6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save. +CRASHING INTO CREATURES: An infernal war machine can crash into a creature by entedng its space. The creature can use its reaction to attempt to get out of the vehicle's way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals ld6 bludgeoning damage to the creature for every 10 feet the vehicle moved since its last turn (maximum 20d6). An infernal war machine that is at least two size categories bigger than the creature it crashed into can continue moving through that creature's space if the infernal war machine has any movement left. Otherwise, the vehicle comes to a sudden stop, and each creature on or inside the infernal war machine when it crashes must make a DC 15 Strength saving throw, taking ld6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save. + + + Falling + When an infernal war machine goes over a cliff or otherwise falls, the vehicle and all creatures on or inside it take damage from the fall as normal (ld6 bludgeoning damage per 10 feet fallen, maximum 20d6) and land prone. + + + Fiendish Variations + Devils work tirelessly to create new and more powerful engines of war to stem the demonic tides flowing out of the Abyss. fn addition, infernal war machines can be equipped with more unusual weapons and armor. +Alternative Weapons Stations: One weapon station can be switched for another, but the infernal war machine can't have more weapon stations than it normally has. A handful of alternative weapon stations are described in this section. + + + Acidic Bile Sprayer + This hose weapon is attached to demonic organs that produce an acidic bile that dissolves flesh on contact. +Acidic Bile Sprayer (Requires 1 Crew and Grants Half Cover, Recharge 5-6). Acidic bile sprays from a nozzle in a 30-foot cone. Each creature in the cone must make a DC 12 Dexterity saving throw, taking 40 (9d8) acid damage on a fa iled save, or ha lf as much damage on a successful one. A creature reduced to 0 hit points by this damage is dissolved, leaving behind any objects it was carrying or wearing. + + + Flamethrower + Although useless against demons, this weapon is great against flammable creatures and objects. +Flamethrower (Requires 1 Crew and Grants Half Cover). Fire shoots out of the weapon's nozzle in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The fi re ignites any flammable objects in the area that aren't being carried or worn. + + + Infernal Screamer + A writhing humanoid torso made of melting wax juts out from this station, with a barbed hand crank between its shoulder blades. The figure telepathically shrieks in agony when the crank is turned. +Infernal Screamer (Requires 1 Crew and Grants Half Cover). The screamer's operator ta rgets one creature it can see within 120 feet of the screamer. The target must make a DC 15 Wisdom saving throw, taking 26 (4dl2) psychic damage on a failed save, or half as much damage on a successful one. + + + Styx Sprayer + This flexible hose is connected to a tank that holds 30 gallons of water from the River Styx. Each use of the weapon depletes 10 gallons of the water. Refilling the tank requires access to the Styx. +Styx Sprayer (Requires 1 Crew and Grants Half Cover; 3 Uses). Ranged Spell Attack: +5 to hit, range 30 ft., one creature. Hit: The creature is struck by water from the River Styx and targeted by a feeblemind spell (save DC 20). An already feebleminded creature is immune to this effect, as is a creature adapted to the River Styx. If the target fails its saving throw and the spell's effect on it is not ended within 30 days, the effect becomes permanent, whereupon the creature loses all its memories and becomes a near-mindless shell of its former sel f. At that point, nothing short of divine intervention can undo the effect. + + + Armor Upgrades + An infernal war machine can receive one armor upgrade. Sample upgrades are described below. + + + Canian Armor + The infernal iron used to make the vehicle was mined on Cania, the coldest layer of the Nine Hells. An infernal war machine with Canian armor has an Armor Class of 22 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage. The infernal war machine also has immunity to cold damage in addition to its other damage immunities, and it's immune to the effects of extreme cold. + + + Gilded Death Armor + Gold stolen or bartered from the archdevil Mammon plates the vehicle's exterior. This gold can't be removed without destroying the vehicle and turns to dust when the infernal war machine drops to 0 hit points. Gilded death armor grants the infernal war machine resistance to bludgeoning, piercing, and slashing damage. + + + Soul Spike Armor + The vehicle is covered with spikes inscribed with blasphemous symbols. Luminous, ghostly figures impaled on these spikes wail and reach out in agony. If a creature that isn't a devil dies within 30 feet of the infernal war machine, its soul (if it has one) is torn from its body and joins the wailing throng impaled on the spikes. As long as its soul remains trapped, a creature can't be raised from the dead by any means. A trapped soul is freed if the vehicle is destroyed, if the spike anchoring it is the target of a remove curse spell or similar magic, or if the spike is destroyed. Each spike is a Small object with AC 19, 15 hit points, and resistance to all damage except radiant damage. + + + Magical Gadgets + Devils like to bedeck their infernal war machines with fiendish gadgets to bedevil foes. Such gadgets are usually activated from the helm station. + + + Necrotic Smoke Screen + The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1 minute. The area within it is heavily obscured. Any creature that enters the cloud for the first time on a turn or starts its turn there takes 21 (6d6) necrotic damage. A strong wind disperses the cloud. This device needs 24 hours to recharge before it can be used again. + + + Teleporter + The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to teleport to an unoccupied space that the driver can see up to 300 feet away from the vehicle's current position. All creatures and objects in contact with the vehicle are teleported along with it. This device needs 24 hours to recharge before it can be used again. + + + Crushing Wheels + The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3dl0) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3dl0) blu dgeoning damage. This trait can't be used aga inst a part ic ular creature more than once each turn. + + + Magic Weapons + The Scavenger's weapon attacks are magical. + + + Prone Deficiency. + If the Scavenger rolls over and falls prone, it can't right itse lf and is incapacitated until Aipped upright. + + + Action Stations + A creature can use an action of the station it's occupying. Once a creature uses a station's action, that action can't be used again until the start of that creature's next turn. Only one creature can occupy each station. A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal. + + + Helm (Requires 1 Crew and Grants Three-Quarters Cover). + Drive and steer the Scavenger. + + + Grappling Claw (Requires 1 Crew and Grants Half Cover). + Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends. +The grappling claw can grapple only one target at a time, and the claw's operator can use a bonus action to make the claw release whatever it's holding. + + + 2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). + Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage. + + + + + + + + + + + + Amnizu + M + Fiend (Devil), Baldur's Gate: Descent into Avernus + Lawful Evil + 21 (natural armor) + 202 (27d8+81) + 30 ft., fly 40 ft. + 11 + 13 + 16 + 20 + 12 + 18 + Dex +7, Con +9, Wis +7, Cha +10 + Perception +7 + cold, bludgeoning piercing and slashing from nonmagical attacks that aren't silvered + + fire, poison + charmed, poisoned + darkvision 120 ft., passive Perception 17 + Common, Infernal, telepathy 1,000 ft. + 18 + + Devil's Sight + Magical darkness doesn’t impede the amnizu’s darkvision. + + + Innate Spellcasting + The amnizu’s innate spellcasting ability is Intelligence (spell save 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: +At will: charm person, command +3/day each: dominate person, fireball +1/day each: dominate monster, feeblemind + + + Magic Resistance + The amnizu has advantage on saving throws against spells and other magical effects. + + + Multiattack + The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. + + + Taskmaster Whip + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage. + + + Disruptive Touch + Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage + + + Poison Mind + The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu’s next turn. + + + Forgetfulness (Recharge 6) + The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. + + + Amnizu + Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians and unfailingly loyal — qualities that the hellish archdukes value. +Guarding the River Styx. Some amnizus perform the critical task of watching over the River Styx from fortresses along the river’s blighted banks, where it flows through Dis and Stygia. Souls arriving in the form of lemures have no personalities or memories; they’re driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ pitiful brains and marshal the lemures into legions. + + + Variant: Devil Summoning + Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians and unfailingly loyal — qualities that the hellish archdukes value. +Guarding the River Styx. Some amnizus perform the critical task of watching over the River Styx from fortresses along the river’s blighted banks, where it flows through Dis and Stygia. Souls arriving in the form of lemures have no personalities or memories; they’re driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ pitiful brains and marshal the lemures into legions. + + + + Crokek'toeck + Gargantuan fiend (demon) + Baldur's Gate: Descent into Avernus + chaotic evil + 15 (natural armor) + 297 (17d20 + 119) + 60 ft., swim 60 ft. + 28 + 10 + 24 + 6 + 10 + 13 + Con +12, Wis +5 + + cold, fire, lightning; bludgeoning, piercing, and slashing that is nonmagical + + poison + charmed, frightened, poisoned + darkvision 120 ft., passive Perception l 0 + understands Abyssal but can't speak + 14 + + Amphibious + Crokek'toeck can 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. + + + Bite + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 4 (10d6 + 9) piercing damage. + + + Disgorge Allies (Recharge 6). + Crokek'toeck opens its mouth and disgorges ld4 barlguras, 3d6 gnolls led by l gnoll fang of Yeenoghu, 6d6 dretches, or ld3 vrocks (see the Monster Manual for these creatures' stat blocks). Each creature it disgorges appears in an unoccupied space within 30 feet of Crokek'toeck's mouth, or the next closest unoccupied space. + + + + + + + + + + + + Fist of Bane + Medium humanoid (human) + Baldur's Gate: Descent into Avernus + lawful evil + 18 (chain mail, shield) + 22 (4d8 + 4) + 30 ft. + 16 + 11 + 13 + 10 + 12 + 11 + + + + + + frightened + passive Perception 11 + Common + 1/2 + + Tactical Discipline + The fist of Bane has advantage on all ability checks and saving throws made during combat. + + + Mace + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (l d6 + 3) bludgeoning damage. + + + Longbow + Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (ld8) p iercing damage. + + + + + + + + + + + + Iron Consul + Mediu m humanoid (human) + Baldur's Gate: Descent into Avernus + lawful evil + 16 (chain mail) + 45 (6d8 + 18) + 30 ft. + 17 + 11 + 16 + 12 + 15 + 16 + Wis +4 + Intimidation +5, Perception +4 + + + + frightened + passive Perception 14 + Commmon + 2 + + Tactical Discipline + The iron consul has advantage on all ability checks and saving throws made during combat. + + + Multiattack + The iron consul makes one attack with its spear and can use its Voice of Command ability. + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/ 60 ft., one target. Hit: 6 (ld6 + 3) piercing damage, or 7 (ld8 + 3) piercing damage when used with two hands to make a melee attack. + + + Voice of Command + The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one melee attack. + + + + + + + + + + + + Black Gauntlet of Bane + Medium Humanoid (human) + Baldur's Gate: Descent into Avernus + lawful evil + 16 (chain mail) + 51 (6d8 + 24) + 30 ft. + 18 + 11 + 18 + 12 + 15 + 18 + Wis +5 + Intimidation +7, Perception +5 + + + + frightened + passive Perception 15 + Common + 6 + + Aura of Terror + When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage o n the roll. Creat ures that are immune to the frightened condition are immune to this trait. + + + Spellcasting + The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following cleri c s pells prepared: +Cantrips (at wi ll ): guidance, sacred flam e, thaumaturgy +lst leve l (4 slots): bane, bless, cure wounds, guiding bolt (see "Actions" below) +2nd level (3 slots): blindness/deafness , ho ld person, silence +3rd level (2 slots): sending , spirit guardians + + + Tactical Discipline + The black gauntlet has advantage on all ability checks and saving throws made during combat. + + + Multiattack + The black gauntlet makes two attacks with its mace. + + + Mace + Melee Weapon Attack: +7 to h it, reach 5 ft., one target. Hit: 7 (ld6 + 4) bludgeoning damage plus 13 (3d8) necrotic damage. + + + Guiding Bolt (1st-Level Spell; Requires a Spell Slot). + Ranged Spell Attack: +7 to hit , range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the black gauntlet's next turn has advantage. If the black gauntlet casts this spell us ing a spell slot of 2nd level or higher, the damage increases by ld6 for each slot level above l st. + + + + + + + + + + + + Night Blade + Medium humanoid (human) + Baldur's Gate: Descent into Avernus + chaotic evil + 12 + 11 (2d8 + 2) + 40 ft. + 11 + 15 + 12 + 10 + 11 + 14 + + Intimidation +4, Stealth +6 + + + + + darkvision 60 ft., passive Perception 10 + Common + 1/4 + + Aura of Murder + As long as the night blade is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. + + + + + + + + + + + + Reaper of Bhaal + Medium humanoid (human) + Baldur's Gate: Descent into Avernus + chaotic evil + 15 + 27 (5d8 + 5) + 40 ft + 11 + 20 + 13 + 15 + 12 + 16 + + Intimidation +5, Perception +3, Persuasion +5, Stealth +9 + + + + + darkvision 60 ft., passive Perception 13 + Common + 2 + + Aura of Murder + As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. + + + Innate Spellcasting + The reaper's innate spellcasting 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 + + + 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 damage. + + + Shroud Self + The reaper magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage ro ll, or casts a spell. + + + + + + + + + + + + Death's Head of Bhaal + Medium humanoid (human) + Baldur's Gate: Descent into Avernus + chaotic evil + 15 + 76 (8d8 + 40) + 50 ft. + 20 + 20 + 20 + 14 + 13 + 16 + + Intimidation +6, Perception +4, Persuasion +6, Stealth +11 + + + + + darkvision 60 ft., passive Perception 14 + Common + 5 + + Aura of Murder + As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vul nerability to piercing damage unless they have resistance or immunity to such damage. + + + Magic Resistance + The death's head has advantage on saving throws against spells and other magical effects. + + + Mutliattack + 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 + 5) piercing damage. + + + Stunning Gaze + The death's head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its next turn. + + + Unstoppable (3/Day) + The death's head reduces the damage it takes from an attack to 0. + + + + + + + + Necromite of Myrkul + Medium humanoid (human) + Baldur's Gate: Descent into Avernus + neutral evil + 1/2 + 13 (2d8 + 4) + 30 ft. + 10 + 13 + 15 + 16 + 11 + 10 + + Arcana +5, Religion +5 + + + + + passive Perception 10 + Abyssal, Common, Infernal + 1/2 + + + Skull Flail + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (ld8) bludgeoning damage. + + + Claws of the Grave + Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 8 (2d4 + 3) necrotic damage. + + + + + + + + + + + + Skull Lasher of Myrkul + Medium humanoid (human) + Baldur's Gate: Descent into Avernus + neutral evil + 12 + 32 (5d8 + 10) + 30 ft. + 10 + 14 + 15 + 16 + 13 + 10 + Wis +3 + Arcana +5, Religion +5 + + + + + passive Perception 11 + Abyssal, Common, Infernal + 1 + + Spellcasting + The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the fol lowing wizard spells prepared: +Cantrips (at wil l): mage hand, message, prestidigitation +1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see "Actions" below), shield +2nd level (2 slots): darkness, misty step + + + Multiattack + The skull lasher makes two attacks with its flail. + + + Iron Skull Flail + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (ld8) bludgeoning damage plus 7 (2d6) necrotic damage, and the ta rget has disadvantage on all saving throws until the end of the skull lasher's next turn. + + + Ray of Sickness (1st-Level Spell; Requires a Spell Slot). + Ranged Spell Attack: +S to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the skull lasher's next turn. If the sku ll lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by ld8 for each slot level above l st. + + + + + + + + + + + + Master of Souls + Medium humanoid (human) + Baldur's Gate: Descent into Avernus + neutral evil + 12 + 45 (6d8 + 18) + 30 ft. + 10 + 14 + 17 + 19 + 14 + 13 + Wis +4 + Arcana +6, Religion +6 + + + + + passive Perception 12 + Abyssal, Common, Infernal + 4 + + Grave Magic + When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic. + + + Spellcasting + The master of souls is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the follow ing wizard spells prepared: +Cantrips (at wi ll): chill touch (see "Actions" below), mage hand, message, prestidigitation +1st level (4 slots): burning hands, detect magic, ray of sickness (see "Actions" below), shield +2nd level (3 slots): darkness, misty step, scorching ray (see "Actions" below) +3rd level (2 slots): animate dead, fireball + + + Multiattack + The master of souls attacks twice with its flail. + + + Silvered Skull Flail + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (ld8) bludgeoning damage plus 14 (4d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the master of souls' next turn. + + + Chill Touch (Cantrip) + Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 13 (2d8) necrotic damage, and the target can't regain hit points until the start of the master of souls' next turn. If the target is undead, it has disadvantage on attack rolls against the master of souls for the same duration. + + + Ray of Sickness (1st-level Spell; Requires a Spell Slot + Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of the master of souls' next turn. If the master of souls casts th is spell using a spell slot of 2nd level or higher, the damage increases by ld8 for each slot level above lst. + + + Scorching Ray (2nd-Level Spell; Requires a Spell Slot). + Ranged Spell Attack: +6 to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). Hit: 7 (2d6) fire damage per ray. + + + + + + + + + + + + Fiendish Flesh Golem + Large construct + Baldur's Gate: Descent into Avernus + unaligned + 12 (natural armor) + 210 (20d10 +100) + 30 ft. fly 30 ft. (hover) + 20 + 9 + 20 + 7 + 10 + 5 + + + cold, fire + + lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine or silvered + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft., passive Perception 10 + understands the languages of its creator but can't speak + 8 + + Berserk + Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack. + The golem makes two slam attacks + + + Slam. + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2dl0 + 5) bludgeoning damage. + + + + + + + + + + + + Hellwasp + Large fiend + Baldur's Gate: Descent into Avernus + lawful evil + 19 (natural armor) + 52 (8d10 + 8) + 10 ft., fly 60 ft. (hover) + 18 + 15 + 12 + 10 + 10 + 7 + Dex +5, Wis +3 + + + cold + fire + + darkvision 60 ft., passive Perception 10 + Infernal, telepathy 300 ft. (with other hellwasps only) + 5 + + Magic Weapons + The hellwasp's weapon attacks are magical. + + + Multiattack + The hellwasp makes two attacks: one with its sting and one with its sword talons. + + + Sting + Melee Weapon Attack: +7 to hit, reach S ft., one creature. Hit: 8 (ld8 + 4) piercing damage plus 7 (2d6) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for l minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Sword Talons + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. + + + + + + + + + + + + Hollyphant + Small celestial + Baldur's Gate: Descent into Avernus + lawful good + 18 (natural armor) + 36 (8d6 + 8) + 20 ft., fly 120 ft. + 10 + 11 + 12 + 16 + 19 + 16 + Dex +3, Con +4, Cha +6 + + bludgeoning, piercing, and slashing that is nonmagical + + poison + poisoned + passive Perception 14 + Celestial, telepathy 120 ft. + 5 + + Aura of Invulnerability. + An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. The hollyphant can use an action to suppress this trait until its concentration ends (as if concentrating on a spell). + + + Innate Spellcasting + The hollyphant's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: +Atwill: light +2/day each: bless, cure wounds, protection from evil and good +l/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport (with no chance of e rror) + + + Magic Weapons + The hollyphant's weapons attacks are magical + + + Tusks + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (ld6) piercing damage. + + + Trumpet (3/day). + The hollyphant blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant: + + + Trumpet of Blasting. + Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes ha lf as much damage and isn't deafened. Nonmagical objects in the cone that aren't being held or worn take 35 (l0d6) thunder damage. + + + Trumpet of Sparkles. + Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage. + + + + + + + + + + + + Archduke Zariel of Arvernus + Large fiend (devil) + Baldur's Gate: Descent into Avernus + lawful evil + 21 (natural armor) + 580 (40d10 + 360) + 50 ft., fly 150 ft. + 27 + 24 + 28 + 26 + 27 + 30 + Int +16, Wis +16, Cha +18 + Intimidation +18, Perception +16 + fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + cold, necrotic, poison + charmed, exhaustion, frightened, poisoned + darkvision 120 ft., passive Perception 26 + all, telepathy 120 ft. + 26 + + Devil's Sight + Magical darkness doesn't impede Zariel's darkvision. + + + Fiery Weapons + Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). + + + Innate Spellcasting + Zariel's innate spellcasting abil ity is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components: +At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire +3/day each: blade barrier, dispel evil and good, finger of death + + + Legendary Resistance (3/Day). + lf Zariel fails a saving throw, she can choose to succeed instead. + + + Magic Resistance. + Zariel has advantage on saving throws against spells and other magical effects. + + + Regeneration + Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate. + + + Multiattack + Zariel attacks twice with her flail and once with Matalotok. She can substitute Horrid Touch for Matalotok. + + + Flail + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 36 (8d8) fire damage. + + + Matalotok (Warhammer). + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage, or 19 (2d10 + 8) bludgeoning damage when used with two hands, plus 36 (8d8) fire damage. In addition, the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it. + + + Horrid Touch (Recharge 5-6). + Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8dl0) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + teleport + Zariel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. + + + + + + + Legendary Actions + Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of his turn. + + + Immolating Gaze (Costs 2 Actions). + Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage. + + + Teleport + Zariel uses her Teleport action. + + + Battle Standard of Infernal Power + W + very rare (requires attunement) + 1 + This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 bit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances. + 19 + + + W + rare (requires attunement) + 1 + While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra ld6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn. + 1d6 + + Fane-Eater + M + legendary (requires attunement by an evil or paladin + 1 + Fane-Eater is a battleaxe belonging to Arkhan the Cruel. You gain a +3 bonus to attack and damage rolls with Fane-Eater. 1f you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken. + 1d8 + 1d10 + S + H, V + + Hellfire Weapon + M + (any), uncommon + 1 + This weapon is fashioned from infernal iron and traced with veins of hellfue that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil (described in the Monster Manual). + + Infernal Puzzle Box + W + uncommon + 1 + An infernal puzzle box is a cube-shaped container 5 to 6 inc h es 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 diaboli cal contracts signed between devils and mortals, even after the te rms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the mate rials use d to fashion it. When an object small enough to fit inside an infernal puzzle box is placed in it, the c ontainer 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, neve r magical. Once a creature 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) c heck. 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 successful one. + 3 + + Helm of Devil Command + W + very rare (requires attunement by a creature that can speak Infernal) + 1 + This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers. While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them. 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 c reature that's not a devil.) If a devil can see you when you c ast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended. If you are not a devil, using the helm's dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in ld4 hours. The narzugoo tries to recove r th e h elm, killing you if necessary to obtain it. If it gets the he lm, the narzugon tries to deliver it to its infernal master. + + Infernal Tack + W + legendary (requires attunement by a creature of evil alignment) + 1 + 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 you r next turn, within 20 feet of you . It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reformsin the Nine Hells within 24 hours, after which you can summon 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 masters and become partners in evil. + + Matalok + M + (warhammer), legendary (requires attunement) + 1 + Matalotok, the Frost Father, is an ancie nt hammer fashioned 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 Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere . Each c reature in that area takes 10 (3d6) cold damage. + 1d8 + 1d10 + B + H, V + + + Obsidian Flint Dragon Plate + HA + (plate), legendary + 1 + 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. + 20 + 15 + YES + 65 + + Shield of the Hidden Lord + S + (shield), legendary (requires attunement) + 1 + The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth's evil has warped the shield's appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways. While holding this shield, you gain a +2 bonus to AC and resistance to fire damage. +Sentience. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties: +The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet. +The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper. +The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn. +Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can't use it again until the next dawn. +Gargauth's Personality. Gargauth desperately seeks freedom but can't escape on its own. The pit fiend won't reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape. While trapped in the shield, Gargauth carefully steers the shield's current owner toward committing acts of cruelty and domination, hoping to condemn the individual's soul to the Nine Hells. Conflict occurs if the shield's owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it. Gargauth doesn't know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it's brought to the Nine Hells, for it's convinced that the shield's powers are weaker there. +Freeing Gargauth. Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth's name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible. + +4 + + Soul Coin + W + uncommon + 1 + Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse. +Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it- overcome with rage or fraught with despair. +An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A nonevil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. +Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: +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 on ly 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 w ithi 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 lemure 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 except that which is dealt by a hellfire weapon 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. +Hellish Currency. Soul coins are a currency of the Nine Hell s 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 distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes. + 0.16 + + Sword of Zariel + M + (longsword), artifact (requires artunement by a creature the sword deems worthy) + 1 + 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 embodies bravery and heroism. +A ttunement. The sword aJlows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized versio n 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 feathered 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 w ings 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 them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet. +New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. + + 1d8 + 1d10 + + V + +