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Abyssal Incursion
Abyssal Incursion
Incursion
An expansion for Baldur’s Gate: Descent into
Avernus
Designer: James Introcaso
Cartography: Kayla Cline and Wizards of the Coast
Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games and Wizards of the Coast
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Abbreviations
The following abbreviations appear in this book:
• AC = Armor Class
• DC = Difficulty Class
• XP = experience points
• pp = platinum piece(s)
• gp = gold piece(s)
• sp = silver piece(s)
• cp = copper piece(s)
• NPC = nonplayer character
• DM = Dungeon Master
Encounter Difficulty
Most of the encounter locations contain
challenges appropriate for characters of levels 8
and 9. There are some encounters contained in
chapters 2 and 3 that are far beyond the combat
capabilities of characters of these levels, since
characters may approach Baphomet or
Yeenoghu during the end of their adventures in
Avernus. You can add monsters and adjust hit
points and other statistics as necessary to
change the difficulty of these encounters as you
see fit.
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Siege Ammunition
There are 2d10 intact ballista arrows among the
detritus.
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Baphomet
Baphomet is the minotaur demon lord of the
hunt and savagery. His bloodlust is insatiable.
The Prince of Beasts delights in the carnage of
the Blood War, but this excursion into the Nine
Hells means more than usual for Baphomet.
The last time the Horned King invaded Zariel’s
realm, he fought the duchess one-on-one.
Though neither killed the other, Zariel did
remove one of Baphomet’s six horns. The
obvious injury turned the Prince of Beasts into
the laughing stock of the Abyss. He returned to
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Approaching the Barge • The deck of the ship is 20 feet above the water
level of the River Styx.
Baphomet’s barge travels on the River Styx, • The areas below deck have 30-foot-high
prowling for devils. When Vazlagrub, ceilings with 25-foot-high doorways
Baphomet’s goristro bodyguard and lookout, connecting them.
spies prey, the barge unleashes a horde of • The spiked hull of the ship can be climbed
demons. When the characters see the barge in without an ability check.
the distance, read or paraphrase the following • If the barge rams a creature or another vessel,
boxed text to set the scene: the target takes 16 (3d10) piercing damage.
• The foredeck, port deck, starboard deck, and
The faint chattering of wicked beasts grows louder stern deck each have a loaded cannon (see
as an enormous iron boat approaches on the River “Siege Equipment” in chapter 8 of the Dungeon
Styx. Thick spikes on the vessel’s hull impale flayed Master’s Guide) shaped like a screaming
devil corpses. Two enormous paddle wheels on the minotaur with ten cannon balls and a 500-
port and starboard sides of the barge keep it pound barrel of smokepowder set next to it.
moving in the water. • If a smokepowder barrel takes 5 or more fire
Stone grinds on stone as a tiered and tapered damage, the barrel explodes in a 20-foot-
column of discs in the center of the ship’s deck radius sphere. Creatures in the sphere must
rotates. Each disc spins in a direction opposite to make a DC 15 Dexterity saving throw, taking
the ones above and below it. 33 (6d10) fire damage on a failed save, and
Demons and minotaurs walk the deck, decorated half as much damage on a successful one.
with hoops of bone through their noses. Towering • The walls and doors of the vessel are made of
above them bellowing orders is a great black- iron. Doors have AC 19, 36 hit points, and
furred minotaur with five horns sprouting from his immunity to poison and psychic damage.
savage head. • The areas below deck are brightly lit by
hanging lanterns with the continual flame spell
cast on them.
Approaching the barge without being seen is no
easy task. Characters who approach via the River
Styx must have the pilot of their boat succeed on Barge Areas
a DC 17 Dexterity check with water vehicles to The following encounter locations are keyed to
approach the barge without being noticed. map of Baphomet’s barge.
Characters who approach via the air must
succeed on a DC 17 group Dexterity (Stealth)
check to approach the barge without being
O1. Foredeck
noticed. Characters who fail or do not make Vazlagrub, Baphomet’s goristro bodyguard,
these checks are noticed by Vazlagrub when they stands at the front of the ship watching the river,
get within 600 feet of the barge. shore, and skies for any potential prey. When she
If the characters are noticed, Baphomet’s spots any creatures that are not other demons,
forces take a round to raise the alarm she yells back to Baphomet who gives the order
throughout the ship. Then the demons attack to attack. If a fight breaks out, the creatures in
with the cannons (see “Barge Features”). areas O2, O3, and O4 investigate.
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Mounted Worm
A character can climb the mounted heads up to
the opening of the worm’s mouth without
needing to make an ability check, though doing
so sets off a trap (see “Mounted Heads”). The
stretched corpse of the worm is 10 feet high, 50
feet long, and 20 feet wide.
A 3-foot-high, 10-foot-long, 3-foot-wide iron
chest sits at the tail end of the worm. The chest
has a glyph of warding spell cast on the outside
of its lid. A successful DC 17 Intelligence
(Investigation) check notices the glyph. If anyone
other than Baphomet touches the chest, the
glyph triggers a resurrection spell that brings the
purple worm back to life (with the normal
penalties of the spell). Any creature inside the
worm when it is brought back to life counts as
swallowed. Once alive, the worm is able to free
itself from the hooks mounting it to the ceiling
on its turn as part of its movement.
Treasure
The chest inside the purple worm holds four
diamonds (worth 500 gp each), gauntlets of ogre
power, and 10,000 gp.
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Yeenoghu Approaching
The Beast of Butchery is never one to pass up an
opportunity for slaughter. Yeenoghu was Crokek’toeck
defeated by Zariel on the Material Plane during The most likely place for the characters to
his raid of the village of Idyllglen, and has never encounter Crokek’toeck is inside the Scab (see
forgotten the embarrassment. His goal in chapter 4 of Baldur’s Gate: Descent into Avernus).
Avernus is to cause as much pain and frustration If the characters encounter Crokek’toeck outside
to Zariel as possible while taking pleasure in the the Scab, use the following information.
violent delights of the Blood War. When the characters see Crokek’toeck in the
distance, read or paraphrase:
Roleplaying Yeenoghu
Savage laughter rings out amid the sound of
Yeenoghu is as violent a being as exists in the something enormous breaching the surface of the
multiverse. He does not negotiate. He does not River Styx. A colossal fur-covered creature with an
retreat or surrender. The Beast of Butchery lives enormous head, bulging eyes, two front flippers,
to kill, maim, and torture. and a long tadpole body stands on the banks
Though Yeenoghu enjoys a good kill, he and his vomiting gnolls and demons out of its maw. These
minions take great pleasure in causing pain and monsters hit the ground ready for battle, eager to
sorrow before death. Any characters the demon consume all that lies in their path.
lord drops to 0 hit points wake imprisoned in
Suddenly the monster retches up an enormous
area Y5 of Crokek’toeck, perhaps with a missing,
fur ball that expands and stands to become a
devoured limb (see “Injuries” in chapter 9 of the
horrifying giant gnoll with matted hair wielding a
Dungeon Master’s Guide). Yeenoghu keeps the
three-headed flail. The enormous gnoll lets out a
characters’ equipment in area Y4 in the flesh
nodule. His minions torture the characters for savage war whoop as he charges ahead, his
2d10 days before devouring them. demonic minions following with gleeful hunger.
If the characters flee from Yeenoghu, the
demon lord does not give chase if there are other When the characters approach Crokek’toeck
enemies to slaughter. Otherwise Yeenoghu (see appendix A), ten gnolls, twenty dretches,
chases them (see “Chases” in chapter 8 of the and Yeenoghu (see appendix A) walk alongside
Dungeon Master’s Guide). the monster. Roll any die. On an even roll, the
monsters are looking for a fight. On an odd roll,
the monsters are distracted slaughtering a group
of devils.
If the demons are looking for a fight, a
successful DC 20 group Dexterity (Stealth) check
sneaks by the fiends on land unnoticed. If the
demons are fighting devils, the characters have
advantage on the check and the DC is reduced to
15. Sneaking by the demons on boat has the
same DCs as the checks on land but instead
requires a Dexterity check with water vehicles
made by the creature piloting the vessel.
Yeenoghu acts as described in “Roleplaying
Yeenoghu.” If Crokek’toeck swallows the
characters, the demon lord does not follow them
into the beast’s gullet, confident his minions
inside can take care of the intruders.
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Contracting Throat
A successful DC 15 Intelligence (Investigation)
check reveals that the gore stains in the room
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are the flattened remains of devils. The pattern Strength check causes the creatures in area Y3 to
of the remains suggests the entire chamber wake.
contracted at once, crushing the devils inside. Crokek’toeck’s liver is Yeenoghu’s personal
When a creature that is not a demon walks on chamber and contains the following features:
the floor of the throat, Crokek’toeck contracts its
throat in defense. All creatures in the throat • An enormous, slumbering hyena with a stinger
when it contracts must make a DC 15 Strength at the end of a vicious bone tail gnaws on devil
saving throw, taking 44 (8d10) bludgeoning bones.
damage on a failed save, or half as much damage • Horrid odors come from a giant pile of rotting
on a successful one. offal sits in one corner of the room.
A successful DC 15 Dexterity (Stealth) check • Impaled, half-gnawed devil corpses hang from
gets a creature through the area without iron rods embedded in the walls.
Crokek’toeck noticing any creature at all was in • Bubbling, putrid bile fills a large circular tub
its throat. made of flesh attached to the floor.
• (Hidden beneath the offal is a 3-foot-high, 3-
Y3. Stomach foot-diameter circular flesh nodule with 1-
foot-diameter opening.)
Crokek’toeck’s stomach contains the following
features: Beetya
Beetya, Yeenoghu’s prized shoosuva (see
• A hideous chorus of snores and snorts come appendix A), is distracted by her meal when the
from more than fifty demons and gnolls fast characters arrive. A successful DC 12 group
asleep on the floor. Dexterity (Stealth) check gets into the room
• Devil bones and gore cover the fleshy floor and without her noticing. Beetya attacks the
walls. characters when she notices them, unless they
feed her, in which case the shoosuva doesn’t
Thirty dretches, twenty gnolls, and one
attack until the characters run out of food.
barlgura sleep on the floor after gorging
Beetya fights to the death. If the door to this
themselves on devil remains. A successful DC 15
room is open when combat breaks out, sleeping
group Dexterity (Stealth) check moves through
creatures in area Y3 wake and join the fray.
the room without disturbing any of the creatures.
These creatures remain asleep for 1d4 hours,
unless they are disturbed.
Flesh Nodule
If any of the monsters wake and notice the A character who digs through the offal uncovers
characters, they attack, shouting and waking the a flesh nodule that holds Yeenoghu’s spoils of
others in the room. Each monster fights until war (see “Treasure”) with a successful DC 10
reduced to half its hit points then flees. Intelligence (Investigation) check. When a
creature other than Yeenoghu reaches into the
nodule’s opening, the nodule clamps down on
Y4. Liver the creature’s hand, attempting to devour it by
secreting acid. That creature must make a DC 15
The door to this room is sealed shut by a
muscular action and only opens willingly for Strength saving throw. On a failed save, the
Yeenoghu. The door is made of flesh and has no creature takes 33 (6d10) acid damage and loses
its arm (see “Injuries” in chapter 9 of the
keyhole. A successful DC 18 Strength check
Dungeon Master’s Guide). On a successful save
forces the door open. A successful DC 15
Wisdom (Medicine) check reveals pressure the creature only takes half the damage and
points that can be rubbed to massage the door manages to pull its arm free before it is
consumed.
open. Attacking the door (see “Crokek’toeck
The nodule has AC 15, 50 hit points, and
Features”) or failing to force it open with a
immunity to poison damage. Destroying the
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Treasure Tendrils
The flesh nodule contains twelve jets (worth 100 Any of Yeenoghu’s demons or gnolls in this room
gp each), a +1 wand of the war mage, and 7,000 can use an action to command the tendrils to
gp. free or release another creature in the room.
When the tendrils attempt to bind an unwilling
Y5. Spleen creature, that creature must succeed on a DC 20
Dexterity saving throw to avoid being bound in
Crokek’toeck’s spleen serves as a prison that the tendrils.
holds victims for Yeenoghu and his minions to A creature bound in the tendrils is restrained.
torture. It contains the following features: A creature restrained by the tendrils that uses its
action to make successful DC 20 Strength
• Fleshy tendrils grow from the floor and ceiling (Athletics) or Dexterity (Acrobatics) check frees
to bind a screaming pale-skinned devil with itself. A set of tendrils binding a creature has AC
black feathery wings. 15, 50 hit points, and immunity to poison
• A corpulent, boar-faced demon with tiny wings damage.
gleefully uses their long claws to slowly wound
the screaming devil.
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Appendix A: Creatures
The following creatures appear in this Reckless. At the start of his turn, Baphomet can gain
supplement. advantage on all melee weapon attack rolls during that
turn, but attack rolls against him have advantage until
Baphomet the start of his next turn.
Huge fiend (demon), chaotic evil
Armor Class 22 (natural armor)
Actions
Hit Points 275 (19d12 + 152) Multiattack. Baphomet makes three attacks: one with
Speed 40 ft. Heartcleaver, one with his bite, and one with his gore
attack.
STR DEX CON INT WIS CHA
Heartcleaver. Melee Weapon Attack: +17 to hit, reach
30 (+10) 14 (+2) 26 (+8) 18 (+4) 24 (+7) 16 (+3) 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage.
Saving Throws Dex +9, Con +15, Wis +14 Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one
Skills Intimidation +17, Perception +14 target. Hit: 19 (2d8 + 10) piercing damage.
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and Gore. Melee Weapon Attack: +17 to hit, reach 10 ft.,
slashing from nonmagical attacks one target. Hit: 17 (2d6 + 10) piercing damage.
Condition Immunities charmed, exhaustion, frightened, Frightful Presence. Each creature of Baphomet’s choice
poisoned within 120 feet of him and aware of him must succeed
Senses truesight 120 ft., passive Perception 24 on a DC 18 Wisdom saving throw or become frightened
Languages all, telepathy 120 ft. for 1 minute. A frightened creature can repeat the
Challenge 23 (50,000 XP) saving throw at the end of each of its turns, ending the
effect on itself on a success. These later saves have
Charge. If Baphomet moves at least 10 feet straight disadvantage if Baphomet is within line of sight of the
toward a target and then hits it with a gore attack on creature.
the same turn, the target takes an extra 16 (3d10) If a creature succeeds on any of these saves or the
piercing damage. If the target is a creature, it must effect ends on it, the creature is immune to Baphomet’s
succeed on a DC 25 Strength saving throw or be pushed Frightful Presence for the next 24 hours.
up to 10 feet away and knocked prone.
Innate Spellcasting. Baphomet’s spellcasting ability is
Legendary Actions
Charisma (spell save DC 18). He can innately cast the Baphomet can take 3 legendary actions, choosing from
following spells, requiring no material components. the options below. Only one legendary action option can
be used at a time and only at the end of another
At will: detect magic
creature’s turn. Baphomet regains spent legendary
3/day each: dispel magic, dominate beast, hunter’s mark,
actions at the start of his turn.
maze, wall of stone
1/day each: teleport Heartcleaver Attack. Baphomet makes a melee attack
with Heartcleaver.
Labyrinthine Recall. Baphomet can perfectly recall any
path he has traveled, and he is immune to the maze Charge. Baphomet moves up to his speed, then makes a
spell. gore attack.
Legendary Resistance (3/Day). If Baphomet fails a
saving throw, he can choose to succeed instead.
Magic Resistance. Baphomet has advantage on saving
throws against spells and other magical effects.
Magic Weapons. Baphomet’s weapon attacks are
magical.
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Actions Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) target. Hit: 44 (10d6 + 9) piercing damage.
piercing damage.
Disgorge Allies. Crokek’toeck opens its mouth and
disgorges 1d4 barlguras, 3d6 gnolls led by 1 gnoll fang of
Yeenoghu, 6d6 dretches, or 1d3 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.
Inside Crokek’toeck
If you are using this supplement, you could make it so
that when Crokek’toeck bites a creature, the target
enters area Y1 of his body (see chapter 3).
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Actions
Multiattack. Yeenoghu makes three flail attacks. If an
attack hits, he can cause it to create an additional effect
of his choice or at random (each effect can be used only
once per Multiattack):
1. The attack deals an extra 13 (2d12) bludgeoning
damage.
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