Infernal Hierarchy
1. Avernus is the first layer of the Nine Hells, a bloated wasteland with few structures and ruins ruled over by the fallen angel Zariel.
2. The devils that inhabit Avernus include the least devil (lemure) and various lesser devils like imps and bearded devils.
3. Traveling in Avernus is difficult as distances and times are always changing depending on random die rolls, and contact with demon ichor or the River Styx can have dangerous magical effects.
Infernal Hierarchy
1. Avernus is the first layer of the Nine Hells, a bloated wasteland with few structures and ruins ruled over by the fallen angel Zariel.
2. The devils that inhabit Avernus include the least devil (lemure) and various lesser devils like imps and bearded devils.
3. Traveling in Avernus is difficult as distances and times are always changing depending on random die rolls, and contact with demon ichor or the River Styx can have dangerous magical effects.
Infernal Hierarchy
1. Avernus is the first layer of the Nine Hells, a bloated wasteland with few structures and ruins ruled over by the fallen angel Zariel.
2. The devils that inhabit Avernus include the least devil (lemure) and various lesser devils like imps and bearded devils.
3. Traveling in Avernus is difficult as distances and times are always changing depending on random die rolls, and contact with demon ichor or the River Styx can have dangerous magical effects.
Hideous clouds that obscure the sky Least Frequent meteors crashing into the ground Lemure 0 MM p. 76 Bone ields, quicksand, tar pits, lakes of lava, salt lats Ambient light from just below the horizon Nupperibo 1/2 MToF p. 168 Reeks of brimstone and burning tar Lesser Devils Hot gusts of wind scour the land Imp 1 MM p. 76 Charting a Course Spined Devil 2 MM p. 78 Distances and travel times are always changing. When a character wants to go somewhere on the map, Bearded Devil 3 MM p. 70 they roll two dice depending on the situation: Merregon 4 MToF p. 166 New destination (2d4) Already visited destination (2d8) Barbed Devil 5 MM p. 70 Led by a native guide (2d10) Chain Devil 8 MM p. 72 If the two dice match, the characters get to other location. Bone Devil 9 MM p. 71 River Styx Greater Devils If in or drinking from river, feeblemind spell (save DC 20). Orthon 10 ToF p. 169 Water from River Styx loses potency after 24 hours. Horned Devil 11 MM p. 74 Telepathic Communications Erinyes 12 MM p. 73 In the Nine Hells, Archdevils can eavesdrop on message, sending sending stones, helm of telepathy, serpentine owl, Narzugon 13 ToF p. 167 orb of dragonkind and so on. Ice Devil 14 MM p. 75
Demon Ichor Amnizu 18 ToF p. 164
Demon ichor forms pools and small lakes. Pit Fiend 20 MM p. 77 If a creature comes in contact with Demon Ichor, DC 10 Con save ( iends, oozes, plants and undead are immune). On failure, roll on Flesh Warping table (BG:DiA p. 78)
Food and Drink Warlords of Avernus
Wisdom (Survival) checks with disadvantage. Raggadragga (a wereboar with 2 wereboars, 2 Water and food tastes foul, even if brought from outside. wererats on a Demon Grinder) Bitter Breath (a horned devil with 3 hobgoblins in a Optional Rules Tormentor, a hobgoblin warlord on a Devil's Ride, 2 Bargains. If a creature fails a death save, archdevil may hobgoblin captains and 14 hobgoblins on 2 offer assistance in return for unnamed task. If character Scavengers) agrees, automatic 20 on next death save. Character falls Feonor (an archmage with a ghast, 6 ghouls and 10 under geas spell (no saving throw allowed). crawling claws on a Demon Grinder, and 8 mezzoloths Exhaustion. Non-evil creatures must make Con saving on 2 Tormentors) throw after every 1 hour of travel. DC 10 + 1/hours Princeps Kovik (a chain devil on a Devil's Ride with 2 traveled. On failure, one level of exhaustion. bearded devils also on Deviæ's Rides, 4 barbed devils Pervasive Evil. At the end of long rest, non-evil creature on a Tormentor and 8 bearded devils on a Demon must make DC 10 Wis saving throw. On failure, alignment Grinder. changes to lawful evil. Permanent if creature doesn't leave within 1d4 days. Dispel evil and good reverts aligmment.