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Abyssal

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

Special Thanks: Chris Lindsay and Adam Lee




















Disclaimer: James Introcaso is not responsible for any sudden savagery, grossness, or hunger pangs for humanoid flesh that may occur while
interacting with Baphomet and Yeenoghu.

Introduction Using the Locations


To use the locations in Abyssal Incursion, you
need the D&D fifth edition core rulebooks:
The River Styx is more than a magical, mind- Player’s Handbook, Dungeon Master’s Guide, and
wiping river. It is a path that connects the Lower Monster Manual. You also need a copy of Baldur’s
Planes of the multiverse. Demons from the Abyss Gate: Descent into Avernus, though with
ride this river into Avernus, where they clash adjustment you could use these locations as part
with devils in the never-ending, brutal conflict of another adventure. You may also want to add
known as the Blood War. encounters from the DM’s Guild Adepts product,
Abyssal Incursion provides three new Encounters in Avernus, which contains an entire
adventure locations you can add to Avernus, chapter devoted to encounters on the River Styx.
which is detailed in chapter 3 of Baldur’s Gate: The Monster Manual contains stat blocks for
Descent into Avernus. These new locations hold most of the creatures found in this product. All
challenges, rewards, and expand the story of the the necessary stat blocks are included there or in
adventure. The characters can visit one or more appendix A. When a creature’s name appears in
of these locations as they explore Avernus and bold type, that’s a visual cue for you to look up
search for ways to free the city of Elturel from the creature’s stat block in the Monster Manual,
the Nine Hells. Each location can be anywhere unless the text instead refers you to the monster
you like on the River Styx. appendix in this book.
Spells and equipment mentioned in the text
Overview are described in the Player’s Handbook. Magic
items are described in the Dungeon Master’s
This supplement has the following sections:
Guide, unless the adventure’s text directs you to
• Chapter 1: Elemental Galleon. An elemental an item’s description in appendix B.
galleon from the world of Eberron is stuck in
the River Styx. If the characters can deal with Text that appears in a box like this is meant to be
the boat’s yugoloth inhabitants and find a way read aloud or paraphrased for the players when
to get the vessel moving, they can use the boat their characters first arrive at a location or under a
to traverse the river. specific circumstance, as described in the text.
• Chapter 2: Baphomet’s Barge. Baphomet has
invaded the Nine Hells aboard his war barge.
The characters might come here to cut a deal, Descriptive Bullet Points
free a prisoner, or battle Baphomet. This product uses descriptive bullet points to
• Chapter 3: Yeenoghu’s Monster. Yeenoghu’s help DMs parse information the first time the
forces ride the River Styx in a massive beast characters enter a new area.
called Crokek’toeck. The characters might
enter the beast for any number of reasons, like • Text that is in italics like this can be read aloud
to destroy the demon lord or to use or paraphrased to the players.
Crokek’toeck’s bile as a way to break the • (Text in parentheses like this contains
chains of Elturel. information that is likely hidden from the
• Appendix A: Monster & NPC Statistics. characters when they first enter the area.)
Statistics for creatures used in the locations
not found in the Monster Manual.
• Appendix B: Magic Items. Descriptions for
magic items found in the locations not found in
the Dungeon Master’s Guide.

ABYSSAL INCURSION
2

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.

ABYSSAL INCURSION
3

Chapter 1: Elemental Galleon


Faerûn is not the only world of the Material
Plane. In the heroic fantasy world of Eberron The Failed Experiment
ships powered by bound water elementals move Barriel d’Lyrandar, a dragonmarked half-elf
through the seas at tremendous speeds. One of wizard and captain of the Mirror’s Edge, believed
these elemental galleons, the Mirror’s Edge, lies she could create an even faster galleon if she
inactive in the River Styx, beached against a bound an elemental formed of the wild waters of
stone island. While the boat attracts some talk the River Styx to her vessel. Using her house’s
among the fiends of Avernus, the galleon’s considerable resources, she transported the
arrival coincided with that of Baphomet and Mirror’s Edge and its crew to Avernus. Barriel
Yeenoghu. The devils are too busy fighting off enacted a ritual that created a Stygian water
invaders to investigate the boat, but the Blood elemental and bound it to the galleon.
War has not deterred an arcanaloth from The elemental made the vessel faster than
claiming the ship as his own. anticipated, and the ship wound up beached on
the rocks of an island in the river. The crash
Story Hooks caused several sailors to be thrown over the
deck into the water. Those who didn’t fall into
The characters might come to the elemental the river fell victim to its effects when the
galleon for the following reasons: elemental came free and attacked, leaving the
crew, including Barriel, under the effect of a
• They hear about or see the galleon and wish to feeblemind spell. Barriel managed to lock the
search for survivors, search for treasure, or elemental in an iron flask before succumbing to
claim the ship. the effects of the Stygian water.
• They learn the ship is filled with mercenary
yugoloths and wish to hire the fiends for help
in Avernus. The Arcanaloth
Vorcas, an arcanaloth in Avernus hoping to profit
Mark of Storm from the Blood War, got news of the ship and
investigated the vehicle with a pack of
Elemental galleons are powered by a water mezzoloths. After killing the remaining crew and
elemental bound in a ring that surrounds the throwing the corpses overboard, Vorcas scours
ship. These galleons are owned and crewed by Barriel’s mind. If the arcanaloth can find out how
the half-elf merchant family known as House the ship works, he can use the powerful tool or
Lyrandar. Some members of House Lyrandar are sell it. His attempts to wrench answers out of
blessed with magic sigils on their skin called Barriel yield little information.
dragonmarks. Among other uses, the magic of
the Lyrandar dragonmark, the Mark of Storm,
controls and guides the elementals bound to the
galleons. Most galleons can only be piloted by a
creature with the Mark of Storm, but the
modifications made to the Mirror’s Edge to allow
it hold a Stygian water elemental also allow
anyone to pilot the ship once a dragonmarked
member of House Lyrandar binds the elemental.

ABYSSAL INCURSION
4

Approaching the Ship Mezzoloth Loyalty


The Mirror’s Edge sits in the middle of the River The mezzoloths working for Vorcas are paid
Styx, partially beached against a small rock 1,000 gp each for the excursion into Avernus. If
island. When the characters see the galleon in the characters offer one of the mezzoloths a
the distance, read or paraphrase the following reward worth more than 1,000 gp, the fiend
boxed text to set the scene: gladly works for the characters instead.

A galleon with no sails and enormous wooden
arches extending from its single mast and sides is
beached against an island in the River Styx. The
arches look as if they hold an invisible ring that
encircles the vessel.
The side of the ship is painted with the faded
image of a shield containing the swirling kraken
tentacles framed by four lightning bolts above the

word, “LYRANDAR.” Below this sigil is the name

“MIRROR’S EDGE” in flowing script.


A successful DC 13 group Dexterity (Stealth)
check approaches the galleon without the
mezzoloths in area G1 noticing. If the mezzoloths
do notice the characters approaching, they
prepare to attack but wait until the characters
are onboard the ship. They do not want to draw Ship Areas
any unnecessary attention to themselves and are The following encounter locations are keyed to
willing to let the characters pass by the ship. the map of the Mirror’s Edge.

Ship Features M1. Main Deck


The galleon has the following features: The main deck of the ship has the following
features:
• The Mirror’s Edge has the statistics of a galley
(see “Owning a Ship” in chapter 5 of the • Two four-armed insectoid fiends carrying large
Dungeon Master’s Guide) except that its speed tridents chatter to each other in a strange
is 30 mph when powered by the Stygian water language.
elemental and it only requires a crew of 5.
• Loaded ballistae on swivels are on either side of
• The main deck of the galleon (area M1) is 10 the deck.
feet above the water level of the River Styx.
• The winds of Avernus howl over a wide cargo
• The areas below deck have 8-foot-high ceilings opening in the floor’s center.
with 6-foot-high doorways connecting them.
• The walls and doors of the vessel are made of Ballistae
wood. Doors have AC 15, 18 hit points, and
For more information on the ballistae, see “Siege
immunity to poison and psychic damage.
Equipment” in chapter 8 of the Dungeon Master’s
• The areas below deck are brightly lit by Guide.
hanging lanterns with the continual flame spell
cast on them.
Cargo Opening
The opening in the deck floor leads 8 feet down
to area M6.

ABYSSAL INCURSION
5

Mezzoloths can pilot the galleon once the Stygian elemental


The two mezzoloths on deck are bored and has been bound to the ship.
speak in Abyssal, sharing stories of their battles
fighting the Blood War to pass the time. They M4. Mates’ Cabin
have orders from Vorcas to attack any intruders.
If a fight breaks out, both mezzoloths in area M4 The Mirror’s Edge had two mates who stayed in
investigate. Each mezzoloth fights until reduced these quarters. It has the following features:
to 20 hit points then flees.
• A pair of hammocks hold red-eyed insectoids
who chatter quietly to each other.
M2. Forecastle • Beneath each hammock stands a small chest.
• Several romance and adventure novels are
The forecastle has the following features:
scattered on the floor.
• Dust covers a once-gleaming steel ram in the • Pungent liquid tar fills a steel pail off to the
shape of a lightning bolt affixed to the front of corner.
the ship.
• Stairs lead down 10 feet to the main deck. Chests
The chests hold clothes that belonged to the
M3. Sterncastle mates in the ship. A successful DC 15 Intelligence
(Investigation) reveals a yellow diamond is sewn
The sterncastle has the following features: into the lining of a shirt (see “Treasure”).

• Carved to look like a kraken spreading its Mezzoloths


tentacles out evenly around a circle, the ship’s The two mezzoloths talk with each other in
wheel stands atop the deck. Infernal about the deal they have with Vorcas,
• Stairs lead down 10 feet to the main deck. making sure they are being paid equally then
discussing how to get more money from the
Wheel arcanaloth. They have orders to attack any
A detect magic spell reveals the wheel radiates intruders. If a fight breaks out, the two
an aura of abjuration magic. A successful DC 12 mezzoloths in area M1 investigate. Each
Wisdom (Perception) check notices a small mezzoloth fights until reduced to 20 hit points
symbol carved into a handle on the wheel. This then flees.
symbol is the dragonmark of House Lyrandar,
the Mark of Storm. A character that has seen Novels
Barriel d’Lyrandar in area M5 recognizes the The novels have names like Ardor in Acheron,
mark as the same one on her arm. Held by a Beholder, Love in the Last War, My
When Barriel touches the wheel, the ship Flayer, Tentacle Flumph, and Vorpal Justice.
begins to hum with magic energy. If the Stygian
water elemental contained in the iron flask in Tar Pail
area M4 is on the deck of the ship while Barriel A successful DC 15 Intelligence (Investigation)
touches the wheel, the elemental is drawn into check notices that small specks of tar splattered
the ring around the ship. The power of the on the ground and walls all around the bucket, as
elemental being drawn into the ring causes the if someone dropped something heavy inside of it,
Mirror’s Edge to shift, freeing it from the rock sending droplets everywhere. The tar is cool
island. Barriel does not need to be alive when enough to touch but it has not yet hardened
she touches the wheel to activate its magic. thanks to the constant heat of Avernus. A
This ship has been modified and can only character that dumps out or reaches inside the
contain an elemental formed of Stygian water. It tar finds an iron flask.
cannot contain typical elementals, and anyone

ABYSSAL INCURSION
6

Treasure M5. Captain’s Cabin


The yellow diamond sewn into the shirt is an
elemental gem. This captain’s cabin belonged to Barriel. It
The iron flask in the tar pail contains the contains the following features:
Stygian water elemental Barriel used to power
the Mirror’s Edge. This creature has the statistics • At a circular table, a jackal-headed fiend clad in
of a water elemental with the following purple robes stares intensely at a bruised half-
changes: elf with a strange birthmark on her right
forearm.
• The elemental has 168 hit points. • Standing at the door, an insectoid fiend with a
• When a creature that is not a fiend takes long trident glares at the elf with hateful orange
damage from the elemental’s slam or whelm eyes.
attack, it must succeed on a DC 20 Intelligence • An open footlocker sits near a bed in the corner
saving throw or suffer effects as if it had failed of the room.
a saving throw against a feeblemind spell. If a
creature fails its saving throw and remains Vorcas, an arcanaloth, is using the detect
under the spell’s effect for 30 consecutive days, thoughts spell to search the mind of Barriel
the effect becomes permanent (no save) and d’Lyrandar (see appendix A).
the creature loses all its memories, becoming a
near mindless shell of its former self. At that Mezzoloth
point, nothing short of a wish spell or divine The mezzoloth follows Vorcas’ lead. When the
intervention can undo the effect. arcanaloth attacks or flees, so does the
mezzoloth.

ABYSSAL INCURSION
7

Roleplaying Barriel Mirror’s Edge is operational, aiming to steal the


Barriel is under the effect of the feeblemind spell artifact.
(thanks to getting attacked by the Stygian water Vorcas is more dangerous than he seems. The
elemental in area M4) and cannot communicate arcanaloth is erudite and calm, even when angry
with the characters. If they save her from Vorcas, or making threats. He does not hesitate to betray
she follows them. The half-elf was put under the any creature if it saves his life or gains him
feeblemind effect 2d10 days ago. wealth. After days of probing Barriel’s mind and
If the characters free Barriel from the searching the ship, he’s ready to kill her and start
feeblemind effect, Vorcas’ mind returns. She experimenting to get the Mirror’s Edge out of
knows where to find the iron flask (see area M4) Avernus.
and how to can get the Mirror’s Edge functioning
again (see “Wheel” in area M3). As thanks for Vorcas’s Notes
saving her, Barriel lets the characters use the Vorcas pieced together the following
Mirror’s Edge as long as they need it (which also information about the Mirror’s Edge and wrote it
allows her to continue her experiment). Once the down on the parchment on the table in
characters are done with the ship, Barriel pilots Primordial:
the vessel out of Avernus and tries to find a route
back to the Material Plane. • The Mirror’s Edge is powered by a special kind
Barriel is eccentric. She is inquisitive to the of water elemental formed from the waters of
point of rude and fascinated by all things magic. the River Styx.
• The strange mark on Barriel’s forearm is tied
to the wheel of the ship. When Barriel touches
Roleplaying Vorcas the ship’s wheel, it can bind the elemental to
If the characters battled the mezzoloths in areas
the Mirror’s Edge.
M1 or M4, Vorcas is aware the characters are on
• Binding the elemental to the ship should
the Mirror’s Edge. He prepares for the character’s
unbeach the Mirror’s Edge from the rocks.
arrival by readying an action to cast the finger of
death spell targeting Barriel should the • The Stygian water elemental is trapped in a
characters attack. Vorcas tells the characters he magic item somewhere on the ship, but after
is prepared to kill Barriel if they attack when scouring the areas below deck Vorcas has not
they enter the room. He’s not bluffing. If the found it.
characters attack, Vorcas fights until reduced to
40 hit points then flees. Treasure
If the characters negotiate with Vorcas, the In addition to Barriel, Vorcas, and the
arcanaloth proposes an agreement. If the mezzzoloth’s equipment, the open footlocker
characters help Vorcas get the ship in working holds Barriel’s spare robes and her spellbook,
condition, the arcanaloth drops them off which contains all of the spells she has prepared
anywhere they’d like in Avernus before piloting plus conjure elemental, conjure minor elemental,
the vessel back to his home plane of Gehenna. If feather fall, gaseous form, gust of wind, ice storm,
the characters agree, Vorcas shares everything lightning bolt, and thunderwave.
he knows about the Mirror’s Edge (see “Vorcas’
Notes”). M6. Cargo Hold
Vorcas stays true to his word, unless the
characters openly carry a powerful artifact like Crates of food and barrels of water meant for the
the Hand of Vecna, the Shield of Gargauth (see crew of the Mirror’s Edge were kept in this area.
appendix C of Baldur’s Gate: Descent into The yugoloths smashed the containers while
Avernus), or the Sword of Zariel (see appendix C searching for the Stygian water elemental,
of Baldur’s Gate: Descent into Avernus). If this is spilling the ruined contents over the floor. This
the case, Vorcas betrays the characters once the area is covered in difficult terrain.

ABYSSAL INCURSION
8

Siege Ammunition
There are 2d10 intact ballista arrows among the
detritus.

M7. Crew Quarters


The crew of the Mirror’s Edge had private
quarters that have been ransacked and
destroyed by yugoloths hunting for the Stygian
water elemental. Smashed chests and torn apart
furniture cover the floor. This area is covered in
difficult terrain.


ABYSSAL INCURSION
9

Chapter 2: Baphomet’s Barge


Baphomet’s war barge travels down the River Avernus with more than a desire to hunt.
Styx, releasing hordes of demons into Avernus to Baphomet wants to conquer the realm and
slaughter Zariel’s armies. Whenever the mood destroy Zariel.
strikes him, Baphomet wades into the fray
himself, slaughtering all those who refuse to bow Roleplaying Baphomet
before him. The Horned King has a score to settle.
Baphomet is in Avernus to slaughter his enemies.
Story Hooks His primal bloodlust and need for vengeance are
unstoppable. Unless the characters find a way to
The characters could arrive at Baphomet’s barge gain the upper hand, the Horned King attacks
for one of the following reasons: them on sight. Baphomet takes savage joy in
murder. He fights to the death, but does not
• The characters come to the barge to steal
pursue the characters if they flee (unless they
Heartcleaver (see appendix B), Baphomet’s
steal Heartcleaver from the demon lord). When
glaive, because it can be used to break the
Baphomet is incensed, the demon lord casts
infernal chains that bind Elturel like the Sword
aside his glaive, Heartcleaver (see appendix B),
of Zariel (see chapter 5 of Baldur’s Gate:
and attacks with his horns and bite to prove his
Descent into Avernus).
superiority.
• The characters want to kill or ally with Baphomet does not use the abyssal maze (area
Baphomet (see chapter 5 of Baldur’s Gate: O5) to call forth demons to attack the characters
Descent into Avernus). until all monsters other than himself on deck are
• Before the characters traveled to Avernus they dead. He saves his armies for Zariel’s forces.
learned from Sylvira Savikas (see chapter 1 of If the characters suffer defeat at the hands of
Baldur’s Gate: Descent into Avernus) that Valla Baphomet, he takes them prisoner. He puts any
Maltar, a human demonologist from magic items they have into the dead purple
Candlekeep, traveled to the Nine Hells and was worm in area O9 then throws the characters into
captured by Baphomet. Sylvira asks the the abyssal maze (area O5) to entertain the
characters to save her friend. demons within.
• The characters agreed to free Alamazeezub
(see area O8) as part of a deal made with
another devil.
• The characters encounter the barge by chance
as they travel the River Styx.

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

ABYSSAL INCURSION
10

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.

Barge Features O2. Port Deck


The barge has the following features:
Three horned vrocks lounge about the deck,
• The barge has 800 hit points, AC 19, a damage waiting for an opportunity to join the Blood War
threshold of 25, and immunity to poison and battle. In the meantime they try to avoid being
psychic damage. given orders. If a fight breaks out, the creatures
in areas O1, O3, and O4 investigate.

ABYSSAL INCURSION
11

O3. Starboard Deck O5. Abyssal Maze


A fur-covered glabrezu barks at a crew of three The abyssal maze is part building, part portal to
minotaurs that operate the cannons. When the Abyss with the following features:
enemies are spotted approaching the ship, they
take up position at a cannon. If a fight breaks out, • The maze is a six-story tapered column. Its
the creatures in areas O1, O2, and O4 investigate. first level has a 30-foot-radius bottom and its
sixth level has a 15-foot-radius top. Each level
O4. Stern Deck is 15 feet high.
• The first, third, and fifth levels of the structure
Baphomet (see appendix A) barks orders in rotate clockwise. The second, fourth, and six
Abyssal every demon on deck can hear and acts levels rotate counter-clockwise. A successful
as described in “Roleplaying Baphomet.” If a DC 17 Strength (Athletics) check climbs the
fight breaks out, the creatures in areas O1, O2, outside walls of the maze.
and O3 investigate. • Each level has four 10-foot-high closed doors,
If Baphomet dies, the abyssal maze stops spaced evenly around the level.
functioning (see area O5) and the barge stops • The interior of the maze is an ever-shifting
moving (see area O6). series of rooms and corridors controlled by
Baphomet.
Treasure
Baphomet wields Heartcleaver (see appendix A).

ABYSSAL INCURSION
12

Linked to Baphomet character a chance to escape on their next turn


Baphomet’s abyssal maze is linked to his Endless by using 20 feet of movement to get to the
Maze layer of the Abyss. Every day the barge nearest maze exit (chosen by the DM).
calls forth more demons from the Horned King’s Secret Exit. A character inside the maze can
layer and holds them in the shifting abyssal maze. make a DC 25 or Intelligence check with
Baphomet controls the structure with his cartographer’s or navigator’s tools or Wisdom
thoughts and creatures inside the maze cannot (Survival) check to find a secret tunnel that leads
find their way out upon entering it. to one of the doors on the first level of the tower.
Three times per day as an action, Baphomet On a success, the character finds the tunnel and
can make all the corridors of the maze align is able to get out of the maze after moving 60
toward exits. When this happens, the levels of feet.
the maze stop spinning and demons pour out of Valla Maltar. Valla Maltar (chaotic good
its doors until the start of Baphomet’s next turn. female Rashemi human mage), a demonologist
Roll on the Abyssal Maze table to determine from Candlekeep, appealed to Baphomet for help
which demons come forth. to try to stop Zariel’s plan with Elturel. The
If Baphomet dies, the maze’s corridors align Horned King laughed at this appeal and put Valla
and it stops spinning. All of the demons inside of in the abyssal maze.
it come pouring out (roll three times on the The shifting landscape of the abyssal maze
Abyssal Maze table to determine which demons makes it difficult to find Valla within. A character
are left inside the maze when Baphomet dies). in the maze can make a DC 20 Wisdom (Survival)
check at the start of each hour they spend in the
Abyssal Maze maze to track Valla. On a success, the character
d12 Demons finds her.
1 10d10 manes When found, Valla has no spell slots remaining
2 6d10 dretches and three levels of exhaustion. Her knowledge of
3 2d8 barlguras demons kept her alive. If the characters rescue
4 2d6 chasmes Valla, she stays with them until Elturel is saved.
5 2d6 vrocks Her knowledge of demons is second-to-none,
6 2d4 hezrous and she is brave to the point of foolishness.
7 1d6 glabrezus
8 1d4 nalfeshnees If the characters save Valla, she tells them
9 1 marilith there might be a way to trick Yeenoghu into
10 1 goristro breaking the infernal chains that bind Elturel.
11 1 balor Yeenoghu’s pet, Crokek’toeck, produces a bile in
12

Roll twice on this table and use both results its liver the demon lord finds irresistible and

delicious. Pouring this bile onto Elturel’s chains


Trapped in the Maze attracts the Beast of Butchery and makes him
Creatures that enter the maze become trapped devour the chains. The bile is found inside area
inside of it and cannot escape until Baphomet Y4 of Crokek’toeck (see in “Yeenoghu’s
uses his action to make the corridors of the place Monster”).
align with the exits. Creatures that enter the
maze together are able to stay together inside of O6. Crew Quarters
it.
At the start of every hour one or more The maze that is the crew quarters contains the
characters are inside the maze, roll a d20. On a following features:
result of 6 or more, the characters encounter one
• The smell of iron and death permeates this
or more demons in the maze. Roll on the Abyssal
chamber.
Maze table to determine the demons they
encounter. On a roll of 5 or less, Baphomet uses • Blood and sundered devil bodies cover the floor.
his action to open the maze, which allows the • Four snarling, gore-covered minotaurs devour
the corpses.

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Minotaurs O8. Pain Wheel


Four minotaurs are enjoying a feast after a long
day of slaughter. They attack the characters on This room contains the following features:
sight and fight to the death.
• On the floor in the center of the room an
enormous gear turns clockwise as a bleeding pit
O7. Ammunition Hold fiend wearing gold shackles on his wrists
The cargo hold has the following features: marches on top of the machinery to keep it
moving.
• Ten enormous barrels of smokepowder are • A balor roars with gleeful laughter as it flies
chained to the wall. behind the pit fiend, whipping the devil to keep
• One hundred cannon balls sit in divots in the him moving.
floor. • Two giant gears against the wall interlock with
the larger gear at the center of the room. The
Smokepowder side gears turn the barge’s outside paddle
The barrels of smokepowder weigh 500 pounds wheels to keep the vessel moving.
each and are flammable (see “Barge Features”).
If all ten of the barrels explode at once in this
room, it causes enough damage to create a hole
large enough to sink the barge.

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Gears character who understands the nature of the


The gear at the center of the room has a 30-foot door can make a DC 15 Intelligence (Arcana)
radius and a 5-foot height. The side gears are check. On a success, the character knows a
each 25 feet high and 35 feet wide. creature that smears Baphomet’s blood on itself
The whole gear system turns the paddle before opening the door is immune to the
wheels on the outside of the barge. Baphomet polymorph effect.
bellows commands above deck when he wants Baphomet prefers to stay above deck while in
the barge to move forward, stop, or back up. If Avernus and uses his private quarters to rest
the gear stops turning, the barge stops moving. when injured. This room has the following
features:
Roleplaying Alamazeezub • Pungent odors come from a giant bed made of
Alamazeezub, a pit fiend with 100 hit points bones and covered in the flayed skins of various
remaining and wearing dimensional shackles, is creatures.
one of Zariel’s generals who was captured and • A large gong and a mallet stand on a 5-foot-
enslaved by Baphomet. The pit fiend hates high table next to the bed.
Nurgol, his balor jailor. If Alamazeezub notices
• The walls are covered floor-to-ceiling in the
characters, he tries to make a deal with them for mounted heads of devils, celestials, giants,
his freedom using telepathy (see appendix A of
dragons, monstrosities, and other large
Baldur’s Gate: Descent into Avernus). creatures Baphomet killed.
Alamazeezub desires freedom and vengeance
• The largest of the trophies is the stuffed corpse
against Nurgol and Baphomet above all.
of a purple worm with an open mouth is
If freed, Alamazeezub asks the characters to
mounted on the ceiling.
escort her back to Zariel’s flying fortress (see
chapter 3 of Baldur’s Gate: Descent into Avernus).
The pit fiend can help the characters bypass
Gong
encounters with devils peacefully while she is The gong has a 5-foot diameter. A detect magic
with them. spell reveals that it radiates an aura of
conjuration magic. When the gong is struck,
Vazlagrub, Baphomet’s goristro bodyguard, is
Roleplaying Nurgol immediately summoned into the room to an
Nurgol, a balor with six horns, is as savage and
unoccupied space closest to the gong.
violent a demon as exists. The balor takes such
pleasure in torturing Alamazeezub, she must
control herself so she doesn’t kill the devil. If the
Mounted Heads
demon notices the characters, she attacks and A detect magic spell reveals that five of the
fights until reduced to 60 hit points then flees. mounted dragon heads, one black, one blue, one
green, one red, and one white, radiate auras of
evocation magic. When a creature that is not a
Treasure demon touches any of the mounted heads or
Alamazeezub wears dimensional shackles.
Baphomet’s bed, one or two of the dragon heads
randomly activate and breathe a burst of energy
O9. Baphomet’s Quarters at the creature as rolled on the Mounted Dragon
Heads table. The creature must make a saving
A detect magic spell reveals that the door to this
throw using the DC and ability listed on the table,
chamber radiates an aura of transmutation
taking all the damage noted on a failed save or
magic. When a creature that is not Baphomet
half as much on a success. A dispel magic spell
touches or attacks the door, that creature must
cast on one of the heads makes that head unable
succeed on a DC 17 Wisdom saving throw or be
to produce energy for 1 hour.
turned into a goat as if affected by the polymorph
spell. A dispel magic spell cast on the door
renders the door’s magic inert for 1 hour. A

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Mounted Dragon Heads


d6 Dragon Save Damage
1 Black DC 18 Dexterity 54 (12d8) acid
2 Blue DC 19 Dexterity 66 (12d10) lightning
3 Green DC 18 Constitution 56 (16d6) poison
4 Red DC 21 Dexterity 63 (18d6) fire
5 White DC 19 Constitution 54 (12d8) cold
6 Roll twice and use both results, ignoring this result on
subsequent rolls.

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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Chapter 3: Yeenoghu’s Monster


Yeenoghu travels Avernus in an enormous
demon called Crokek’toeck. The ancient being Story Hooks
was created by Yeenoghu and looks like a giant The characters could face Yeenoghu and
mudskipper with the fur and ears of a hyena. The Crokek’toeck for the following reasons:
massive creature can swim the River Styx, leap
high into the air, and cross the wastes of Avernus • The characters come to the barge to steal the
while swallowing Yeenoghu’s enemies and Butcher (see appendix B), Yeenoghu’s flail,
vomiting the Beast of Butchery’s hordes onto the because it can be used to break the infernal
Blood War’s frontline. chains that bind Elturel like the Sword of Zariel
Crokek’toeck can be found in the Scab that (see chapter 5 of Baldur’s Gate: Descent into
surrounds the Bleeding Citadel (see chapter 4 of Avernus).
Baldur’s Gate: Descent into Avernus) or freely • The characters desire the bile of Crokek’toeck
roaming the wastes of Avernus after the to trick Yeenoghu into devouring the infernal
characters free the fiend or destroy the Scab. chains that bind Elturel (see area Y4).
• The characters agreed to free Calaxat (see area
Y5) as part of a deal they made with another
devil.
• If Crokek’toeck has been freed from the Scab
(see chapter 4 of Baldur’s Gate: Descent into
Avernus) characters can encounter
Crokek’toeck by chance.

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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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19

Treasure Crokek’toeck Areas


Yeenoghu wields Butcher (see appendix B). The following encounter locations are keyed to
the map of Crokek’toeck.
Getting Inside
Y1. Mouth
There are two ways to get inside Crokek’toeck.
The first is to get hit by its bite attack. The This area has no light sources. Crokek’toeck’s
second is to use an action to make a DC 15 mouth contains the following features:
Dexterity (Acrobatics) check to jump into
• Ten demons with bodies that are mostly mouth
Crokek’toeck’s mouth and avoid the monster’s
snap their jaws at one another.
teeth. On a success the creature jumps into
Crokek’toeck’s mouth. On a failure the creature • The spongy floor of this moist chamber is made
jumps into Crokek’toeck’s mouth, but the of Crokek’toeck’s tongue.
creature takes 44 (10d6 + 9) piercing damage as
it fails to avoid the demon’s teeth. Escape
A creature inside the mouth can use an action to
make a DC 15 Dexterity (Acrobatics) check to
Crokek’toeck Features jump out of Crokek’toeck’s mouth and avoid the
Crokek’toeck has the following features: monster’s teeth. On a success, the creature jumps
out of Crokek’toeck’s mouth. On a failure, the
• Crokek’toeck’s statistics can be found in creature jumps out of Crokek’toeck’s mouth, but
appendix A. the creature takes 44 (10d6 +9) piercing damage
• Areas inside Crokek’toeck have 30-foot-high as it fails to avoid the demon’s teeth.
ceilings with 25-foot-high doorways
connecting them. Maw Demons
• The walls and doors inside Crokek’toeck are The ten maw demons (see appendix A) attack
made of flesh. Doors have AC 15, 36 hit points, intruders and fight until destroyed.
and immunity to poison damage.
• Unless otherwise noted in an area’s Tongue Lashing
description, areas inside Crokek’toeck are When combat happens in this room, roll any die
brightly lit by hanging lanterns with the on initiative count 0. On an odd result,
continual flame spell cast on them. Crokek’toeck’s tongue swirls around its mouth.
• If Crokek’toeck dies, it explodes in a cloud of Each creature in the room must succeed on a DC
demon ichor and all creatures that were inside 15 Dexterity saving throw or take 11 (2d10)
it are outside occupying whatever space bludgeoning damage.
Crokek’toeck occupied. The ichor affects any
characters inside Crokek’toeck when it
explodes as if they had fallen into an ichor lake
Y2. Throat
(see chapter 3 of Baldur’s Gate: Descent into This area has no light sources. Crokek’toeck’s
Avernus). throat has the following features:

• The walls of this damp, fleshy chamber expand


and contract a bit, like Crokek’toeck is panting.
• Gore stains are on the walls, floor, and ceiling.

Contracting Throat
A successful DC 15 Intelligence (Investigation)
check reveals that the gore stains in the room

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20

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

ABYSSAL INCURSION
21

nodule causes it to explode it a burst of acid. Roleplaying Avala


Creatures within 20 feet of the nodule must Avala, a nalfeshnee, takes great pleasure in
make a DC 15 Dexterity saving throw, taking 55 torturing Yeenoghu’s prisoners. She enjoys
(10d10) acid damage on a failed save, or half as slicing off pieces of her victims and devouring
much damage on a successful one. those bits before their eyes. Avala is so
A successful DC 15 Wisdom (Medicine) check consumed with her work that a successful DC 9
allows a creature to reach inside the nodule group Dexterity (Stealth) check sneaks into the
without it clamping down. room unnoticed.
If Avala notices the characters, she attacks. She
Impaled Corpses fights until reduced to 50 hit points then flees.
A successful DC 13 Strength check made as an
action removes an impaled corpse from the wall. Roleplaying Calaxat
It takes Beetya 1d4 minutes to consume a corpse Calaxat, an erinyes, is one of Zariel’s devils, but
(see “Beetya”). her loyalties really lie with Bel (see chapter 3 of
Climbing the walls in this area does not Baldur’s Gate: Descent into Avernus). She
require an ability check. telepathically begs the characters to free her,
offering them a deal (see appendix A of Baldur’s
Tub of Bile Gate: Descent into Avernus). If the characters free
Yeenoghu enjoys bathing in and drinking the bile Calaxat and have not yet met with Bel, she begs
of Crokek’toeck. Any creature that is not a the characters to escort her back to the pit fiend,
demon that touches the bile must succeed on a promising an amazing reward of gold and power.
DC 15 Constitution saving throw or take 16 The erinyes knows Bel is interested in meeting
(3d10) poison damage and become poisoned for with the characters.
1 minute. Calaxat is a brash risk-taker, who got herself
The bile can be used to make Yeenoghu devour into trouble when she tried to lead Yeenoghu’s
the infernal chains that bind Elturel. Using the forces toward Zariel, using herself as bait. She
bile to have Yeenoghu devour the chains is takes pleasure in risking her life and the lives of
similar to using the blood of a celestial to make others.
Crokek’toeck devour the chains (see chapter 5 of If freed, Calaxat asks the characters to escort
Baldur’s Gate: Descent into Avernus). her back to Bel’s forge.

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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Y6. Intestine Death Dells Portal


d20 Demons
Crokek’toeck’s intestine is a portal that leads to 1 10d10 manes
Death Dells, Yeenoghu’s lair in the Abyss. Once 2 10d10 hyenas
every 12 hours, a new horde of creatures loyal to 3 6d10 dretches
Yeenoghu arrives in the intestine. Roll or choose 4 6d10 gnolls
the creatures comes through the portal on the 5 2d12 ghouls
Death Dells Portal table. 6 2d12 giant hyenas
7 2d12 maw demons (see appendix A)
8 2d10 ghasts
9 2d4 gnoll pack lords and 2d10 gnolls
10 2d8 barlguras
11 2d6 chasmes
12 2d6 vrocks
13 2d4 hezrous
14 2d4 shoosuvas (see appendix A)
15 1d6 glabrezus
16 1d4 nalfeshnees
17 1 marilith
18 1 goristro
19 1 balor
20 Roll twice on this table and use both results

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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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Barriel d’Lyrandar Crokek’toeck


Medium humanoid (half-elf), chaotic neutral Gargantuan fiend (demon), chaotic evil
Armor Class 12 (15 with mage armor) Armor Class 15 (natural armor)
Hit Points 40 (9d8) Hit Points 297 (17d20 + 119)
Speed 30 ft. Speed 60 ft., swim 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 28 (+9) 10 (+0) 24 (+7) 6 (−2) 10 (+0) 13 (+1)
Saving Throws Int +6, Wis +4 Saving Throws Con +12, Wis +5
Skills Acrobatics +5, Arcana +6, History +6 Damage Resistances cold, fire, lightning; bludgeoning,
Damage Resistances lightning piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 11 Damage Immunities poison
Languages Common, Elvish Condition Immunities charmed, frightened, poisoned
Challenge 6 (2,300 XP) Senses darkvision 120 ft., passive Perception 10
Languages understands Abyssal but can’t speak
Fey Ancestry. Barriel has advantage on saving throws Challenge 14 (11,500 XP)
against being charmed, and magic can’t put her to sleep.
Amphibious. Crokek’toeck can breathe air and water.
Spellcasting. Barriel is a 9th-level spellcaster. Her
spellcasting ability is Intelligence (spell save DC 14, +6 to Magic Resistance. Crokek’toeck has advantage on
hit with spell attacks). She has the following wizard saving throws against spells and other magical effects.
spells prepared:
Magic Weapons. Crokek’toeck’s weapon attacks are
Cantrips (at will): fire bolt, light, mage hand, magical.
prestidigitation
Secure Memory. Crokek’toeck is immune to the waters
1st level (4 slots): fog cloud, mage armor, magic missile,
of the River Styx as well as any effect that would steal or
shield
modify its memories or detect or read its thoughts.
2nd level (3 slots): levitate, misty step
3rd level (3 slots): counterspell, fireball, fly Standing Leap. Crokek’toeck’s long jump is up to 60 feet
4th level (3 slots): control water, greater invisibility and its high jump is up to 30 feet, with or without a
5th level (1 slot): cone of cold running start.

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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Maw Demon Shoosuva


Medium fiend (demon), chaotic evil Large fiend (demon), chaotic evil
Armor Class 13 (natural armor) Armor Class 14 (natural armor)
Hit Points 33 (6d8 + 6) Hit Points 110 (13d10 + 39)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 8 (−1) 13 (+1) 5 (−3) 8 (−1) 5 (−3) 18 (+4) 13 (+1) 17 (+3) 7 (−2) 14 (+2) 9 (−1)
Damage Resistances cold, fire, lightning Saving Throws Dex +4, Con +6, Wis +5
Damage Immunities poison Damage Resistances cold, fire, lightning; bludgeoning,
Condition Immunities charmed, frightened, poisoned piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 9 Damage Immunities poison
Languages understands Abyssal but can’t speak Condition Immunities charmed, frightened, poisoned
Challenge 1 (200 XP) Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Gnoll, telepathy 120 ft.
Rampage. When it reduces a creature to 0 hit points Challenge 8 (3,900 XP)
with a melee attack on its turn, the maw demon can
take a bonus action to move up to half its speed and Rampage. When it reduces a creature to 0 hit points
make a bite attack. with a melee attack on its turn, the shoosuva can take a
bonus action to move up to half its speed and make a
Actions bite attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage. Actions
Multiattack. The shoosuva makes two attacks: one with
its bite and one with its tail stinger.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 26 (4d10 + 4) piercing damage.
Tail Stinger. Melee Weapon Attack: +7 to hit, reach 15
ft., one target. Hit: 13 (2d8 + 4) piercing damage, and
the target must succeed on a DC 14 Constitution saving
throw or become poisoned. While poisoned, 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.

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Yeenoghu 2. The target must succeed on a DC 17 Constitution


Huge fiend (demon), chaotic evil saving throw or be paralyzed until the start of
Armor Class 20 (natural armor) Yeenoghu’s next turn.
Hit Points 333 (23d12 + 184) 3. The target must succeed on a DC 17 Wisdom saving
Speed 50 ft. throw or be affected by the confusion spell until the
start of Yeenoghu’s next turn.
STR DEX CON INT WIS CHA
Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one
29 (+9) 16 (+3) 26 (+8) 15 (+2) 24 (+7) 15 (+2) target. Hit: 15 (1d12 + 9) bludgeoning damage.
Saving Throws Dex +10, Con +15, Wis +14 Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one
Skills Intimidation +9, Perception +14 target. Hit: 14 (1d10 + 9) piercing damage.
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and Legendary Actions
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Yeenoghu can take 3 legendary actions, choosing from
poisoned the options below. Only one legendary action option can
Senses truesight 120 ft., passive Perception 24 be used at a time and only at the end of another
Languages all, telepathy 120 ft. creature’s turn. Yeenoghu regains spent legendary
Challenge 24 (62,000 XP) actions at the start of his turn.
Charge. Yeenoghu moves up to his speed.
Innate Spellcasting. Yeenoghu’s spellcasting ability is
Swat Away. Yeenoghu makes a flail attack. If the attack
Charisma (spell save DC 17, +9 to hit with spell attacks).
hits, the target must succeed on a DC 24 Strength saving
He can innately cast the following spells, requiring no
throw or be pushed 15 feet in a straight line away from
material components.
Yeenoghu. If the saving throw fails by 5 or more, the
At will: detect magic, spiritual weapon (8th-level spell, target falls prone.
4d8 + 2 force damage on a hit, appears as a flail)
Savage (Costs 2 Actions). Yeenoghu makes a bite attack
3/day each: dispel magic, fear, invisibility
against each creature within 10 feet of him.
1/day each: teleport
Legendary Resistance (3/Day). If Yeenoghu fails a
saving throw, he can choose to succeed instead.
Magic Resistance. Yeenoghu has advantage on saving
throws against spells and other magical effects.
Magic Weapons. Yeenoghu’s weapon attacks are
magical.
Rampage. When Yeenoghu reduces a creature to 0 hit
points with a melee attack on his turn, Yeenoghu can
take a bonus action to move up to half his speed and
make a bite attack.

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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Appendix B: Magic Items


The following magic items appear in this regain 1d10 hit points. You can also take 10
supplement. minutes to consume the corpse of a Large
creature and regain 2d10 hit points, 1 hour to
Butcher consume the corpse of a Huge creature to regain
Weapon (flail), artifact (requires attunement) 4d10 hit points, or 8 hours to consume the
corpse of a Gargantuan creature to regain 8d10
Yeenoghu’s three-headed flail, Butcher, is built hit points.
from the bones and flesh of a deity the Gnoll Demonic Resistances. You gain resistance to
Lord murdered. Each rusty chain ends in a cold, fire, and lightning damage.
barbed head. The weapon screams with Invisibility. You can use the flail to cast the
discordant laughter when swung. invisibility spell without the need for any
When attuned, the weapon resizes to fit the components. You cannot use the weapon to cast
wielder. the spell again until you complete a short or long
Hyena Appearance. While you are attuned to rest.
Butcher, your body changes so you look like a Languages. You can speak, write, and
gnoll, though you still retain your size. understand Abyssal and Gnoll.
Magic Weapon. Butcher is a magic weapon Rampage. When you reduce a creature to 0 hit
that deals 1d12 piercing damage on a successful points with an attack from the flail, you can take
hit and has the reach property. Once per round a bonus action to move up to half your speed and
when you make an attack with Butcher and hit, make another attack with Butcher.
you can choose to create one of the following Swat Away. When you hit a creature with an
additional effects: attack made with the flail, you can use your
bonus action to force the target make a Strength
• The attack deals an extra 2d12 bludgeoning
saving throw with a DC equal to 8 + your
damage.
proficiency bonus + your Strength modifier. If
• The target must succeed on a DC 17
the target fails, it is pushed 15 feet in a straight
Constitution saving throw or be paralyzed
line away from you. If the saving throw fails by 5
until the start of your next turn.
or more, the target falls prone.
• The target must succeed on a DC 17 Wisdom
Destroying the Flail. If Yeenoghu is
saving throw or be affected by the confusion
permanently killed, the flail crumbles into ash.
spell until the start of your next turn.

Random Properties. The flail has the


following randomly determined properties (see
“Artifact Properties” in chapter 7 of the Dungeon
Master’s Guide):

• 1 minor beneficial property


• 1 major beneficial property
• 1 minor detrimental property
• 1 major detrimental property

Demonic Hunger. You can consume the corpse


of a Small or Medium creature over the course of
5 minutes, during which time you can do nothing
but feast on the creature’s dead flesh. At the end
of this time, the corpse is destroyed, and you

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Heartcleaver Intimidating Presence. You gain proficiency


Weapon (glaive), artifact (requires attunement) in the Intimidation skill. If you are already
proficient with this skill, your proficiency bonus
Baphomet’s great glaive, Heartcleaver, is feared is doubled for it.
throughout the Abyss. When attuned, the Labyrinthine Recall. You can perfectly recall
weapon resizes to fit the wielder. any path you have traveled, and are immune to
Minotaur Horns. While you are attuned to the maze spell.
Heartcleaver, you grow large horns as part of Languages. You can speak, write, and
your new appearance if you do not already have understand Abyssal.
them. These horns are magical melee weapons, Savage Hunter. You have advantage on
which you can use to make unarmed strikes. If Wisdom (Survival) checks made to track other
you hit with them, you deal piercing damage creatures.
equal to 1d6 + your Strength modifier, instead of Wall of Stone. You can use the glaive to cast
the bludgeoning damage normal for an unarmed the wall of stone spell without the need for any
strike. components. You cannot use the weapon to cast
Immediately after you hit a creature with a the spell again until you complete a short or long
melee attack as part of the Attack action on your rest.
turn, you can use a bonus action to attempt to Destroying the Glaive. If Baphomet is
shove that target with your horns. The target permanently killed, the glaive disappears in a
must be no more than one size larger than you burst of blood.
and within 5 feet of you. Unless it succeeds on a
Strength saving throw against a DC equal to 8 +
your proficiency bonus + your Strength modifier,
you push it up to 10 feet away from you.
Magic Weapon. Heartcleaver is a magic
weapon that deals 2d10 slashing damage on a
successful hit.
Random Properties. The glaive has the
following randomly determined properties (see
“Artifact Properties” in chapter 7 of the Dungeon
Master’s Guide):

• 1 minor beneficial property


• 1 major beneficial property
• 1 minor detrimental property
• 1 major detrimental property

Charge. If you move at least 10 feet straight


toward a target then hit with an attack with your
horns on the same turn, the target takes an extra
3d10 piercing damage. If the target is a creature,
it must succeed on a DC 25 Strength saving
throw with a DC equal to 8 + your proficiency
bonus + your Strength modifier or be pushed up
to 10 feet away and knocked prone. You cannot
get to make use of this feature again until the
start of your next turn.
Demonic Resistances. You gain resistance to
cold, fire, and lightning damage.

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29

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