DDAL00 12 - Infernal Encounters
DDAL00 12 - Infernal Encounters
Encounters
Add some FIRE to your Baldur's Gate: Descent Into Avernus game
with these random encounters, new rules, and
four adventures covering all tiers of play
INFERNAL
ENCOUNTERS
DDAL00-12
Credits Contents
Designers: Amy Lynn Dzura, Greg Marks, Travis Woodall Chapter 1: Random Infernal Encounters........................ 1
Development: Greg Marks Chapter 2: Random Fiends............................................ 13
Editing: Toni Winslow-Brill Chapter 3: Hell on Wheels............................................ 19
D&D Adventurers League Guildmaster: Chris Lindsay Chapter 4: Expanded Encounters................................. 21
Art Director & Graphic Design: Joe Abboreno Bad Seed..................................................................... 23
Art & Cartography: Dyson Logos, Dave Allsop, Daren A Helpful Distraction................................................. 27
Bader, Chippy, M. Coimbra, Ralph Horsley, Dyson Logos,
The Soft Touch........................................................... 30
D. Ormston, Wayne Reynolds, Ron Spears, Arnie Swekel,
Eva Widermann, Ben Wootten, James Zhang The Devil’s Song........................................................ 33
D&D Adventurers League Wizards Team: Adam Lee, Ari Chapter 5: Creature Statistics....................................... 35
Levitch, Chris Lindsay, Mike Mearls
D&D Adventurers League Administrators: Alan Patrick,
Amy Lynn Dzura, Travis Woodall, Claire Hoffman, Greg
Marks, LaTia Bryant, Ma’at Crook
Playtesters: Gary Affeldt, Todd Ammerman, Richard
Brown, David Krolnik, Sean Mittelstaedt, Ben Siekert
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide,
D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States
of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the
Coast.
©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented
by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
ii
DDAL00-12 Infernal Encounters
Chapter 1:
Random Infernal Encounters
R
andom Encounters occur anytime you feel the need to liven up your game, especially as the party travels
from one location to the next. The Nine Hells are extremely dangerous, but also a place of amazing and
tantalizing wonder. Everywhere adventurers turn, there are devils and planar travelers searching for yet
another soul. In the Hells, a smile always hides a knife.
Given the danger of the Nine Hells, the encounters here are NOT balanced. While they tend to concentrate
around encounters balanced for characters of levels 5-16, there are a few significantly more dangerous (and a
few easier) encounters; as one would expect from the Nine Hells.
Encounter Avernus Dis Minauros Phlegethos Stygia Malebolge Maladomini Cania Nessus
A Pale Devil 1-3 1-3
An Unusual
1-3 1-3 4-6 1-3 1-3
Bequest
Bearsicle 7-9 4-6
Bored Archmage 7-9
Broken Bridge 1-3 4-6 1-3 4-6
Buried Pleasure 4-6
Cat's be Damned 4-6 4-6 7-9 7-9 10-12 4-6 7-9 10-12 1-3
Cloistered
10-12 13-15 7-9 13-15
Competition
Cloud of
10-12 10-12
Darkness
Cold Hunters 16-18 16-18
Cultists Gonna
7-9 7-9 13-15 19-21 19-21 4-6
Cult
Devil in Boys
10-12 10-12 13-15
Clothing
Diabolic Notes 13-15 13-15 16-18 7-9
Diseased Prize 16-18 19-21
Driving Away the
22-24
Chill
Explosively Evil 10-13 13-16 19-22 16-19 25-28 16-19 22-25 22-25 10-13
Eye on the Prize 14-17 17-20 23-26 20-23 29-32 20-23 26-29 26-29 14-17
Eye on Another
18-20 21-23 27-29 33-35 24-26 30-33 18-20
Prize
Field of Heads 21-23
From the
Mouths of the 24-26 30-32 24-26 36-38 27-29 34-36 30-32
Damned
Frozen Tower 39-41 33-35
Ghost in the
24-26
Machine
Glyph of Hell 27-30 27-30 33-36 27-30 42-45 30-33 37-40 36-39 21-24
Go Where I
31-33 31-33 37-39 31-33 46-48 34-36 41-43 40-42 25-26
Cannot
He Musn't Know 40-42
1
DDAL00-12 Infernal Encounters
Encounter Avernus Dis Minauros Phlegethos Stygia Malebolge Maladomini Cania Nessus
Hellish
34-36 34-36 43-45 34-36
Hitchhikers
Help? 37-40 37-40 46-49 37-40 49-52 37-40 44-47 43-46 27-30
Home Sweet
41-43
Home
Infernal Tutor 44-46 44-46 50-52 44-46 53-55 44-46 51-53 47-49 31-33
Iron Mine 47-49 47-49 34-36
Landslide! 47-49
Mama's Fallen
54-56 51-53 60-62 54-56
Angel
Mephit Man 57-59 54-56 60-62 54-56 60-62 57-59 63-65 57-59 44-46
Merchant of
57-59 47-49
Madness
Motivational
61-63
Sculptures
Murder Most
60-62 60-62 63-65 64-66 63-65 60-62 66-68 60-62 53-55
Fowl
My Pile of Meat
63-65
and Treasure
No Refunds 66-68
Precarious
59-61
Passage
Preying on
63-65
Tourists
Ritualus
66-68 66-68 67-69 66-68 63-65 69-71 63-65 62-64
Interuptus
Robed Watcher 72-74 69-71 69-71 70-72 69-71 66-68 72-74 66-68 65-67
Shoe-Sucking
72-74 69-71 75-77
Fun
Sinkhole 75-77
Skull-in-the-Box 75-77 72-74 78-80 73-75 75-77 78-80 78-80 72-74 71-73
Spies for
78-81 75-77 81-84 76-79 78-81 81-84 81-84 75-78 74-77
Goodness
Stranded 82-84
Terminal
82-84 79-81
Burrowing
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DDAL00-12 Infernal Encounters
Encounter Avernus Dis Minauros Phlegethos Stygia Malebolge Maladomini Cania Nessus
That's a Big
85-87 83-85 85-87 82-84
Spear
The Bottom of
78-80
the Barrel
The Devil's in
84-86 88-90 86-88 85-87 85-87 81-83
the Deep Ales
The Loyal
88-90 87-89 91-93 89-91 88-90 84-86
Legionnaire
Trapped Under
88-90 85-87
Ice
Unexpectedly
93-95 94-96 95-97 91-93 94-96 88-90 88-90 87-89
Riderless
Way Home 94-97 99-100 97-98 98-99 94-96 97-99 94-96 91-93 93-95
X Marks the
98-100 99-100 100 100 100 97-98 99-100 99-100
Spot
You'll Fetch a
99-100
Pretty Penny
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DDAL00-12 Infernal Encounters
Bored Archmage Cloud of Darkness
Trisorin (NE human archmage) is carrying a pile of A dark cloud rolls across the landscape towards
books to the Academia Acania. He foolishly sold his the characters. Treat it as if a vampiric mist, except
soul to Mephistopheles three centuries ago and has that it is a fiend rather than undead.
been doing boring research ever since. He talks to
inquisitive adventurers but enjoys twisting the truth
just a little, so every answer is likely to draw the
Cold Hunters
characters into peril. The party hears a hunting horn in the distance.
A band of four frost giants led by the ice devil,
Polnikza, have found the characters’ trail and plan
Broken Bridge to hunt their prey till the end of the Nine Hells.
The bridge crossing a 50-ft. wide canal of lava
has collapsed. A successful DC 15 Intelligence
(Investigation) check notes that it looks as if the
Cultists Gonna Cult
collapse was very recent. Claw marks suggest it was The victim of a particularly brutal murder is
done purposefully. revealed to be an infernal cultist after a scroll
containing a plane traveling ritual is found on the
body. Roll 1d6 to find out who they venerate and the
Buried Pleasure layer that the ritual sends each of the participants
Fierna once condemned an incubus named to:
Razmis to an eternity of torment by having the 1. Zariel (Avernus)
fiend imprisoned within a crystal orb in the heart
of a volcano. Now centuries later, the volcano has 2. Dispater (Dis)
fallen dormant and the magma surrounding Razmis' 3. Levistus (Stygia)
prison has cooled and hardened. Since then Razmis
4. Fierna (Phlegethos)
has communicated with the outside world via a
network of charmed thralls who seek those capable 5. Mephistopheles (Cania)
of freeing the incubus. However, over the years, all 6. Asmodeus (Nessus)
but one of the thralls has died. The sole remaining
thrall desperately seeks for those capable of freeing
her master; promising the world and more to those
who take up the task.
Cat's be Damned
A local madman claims that his cat is a portal to the
Nine Hells. If pressed to prove it, the man refuses to
demonstrate, but explains that it's a simple matter
of staring into the cat's eyes and reciting the name
of a layer of Hell. Those doing so must succeed on a
DC 13 Charisma saving throw. On a failure, nothing
happens. But if the save is successful, the creature
performing the rite appears in a random location
in the specified layer. What's worse is that they
probably don't have access to a plane-traveling cat to
get them back home.
Cloistered Competition
A warlock of the fiend in service to the layer's duke
(or duchess) has established a large keep nearby.
However, devils in service to a deposed pit fiend
have laid siege to the complex and threaten to
raze the building. The warlock contacts one of the
characters by way of their abyssal chicken familiar
and promises a great treasure in exchange for their
assistance.
4
DDAL00-12 Infernal Encounters
Devil in Boys Clothing Eye on the Prize
Weeping comes from inside a cave. A small “boy” is A particularly clever devil of a CR appropriate to the
crying, claiming to be lost and afraid of the falling party’s level has set up a trap to ensnare the souls
rocks. The boy tries to strike a deal by which the of the unwary. The trap consists of a barely visible
characters take him to safety and he comes to their rune engraved on the ground. Six inches beneath
home, working for them for a week. The boy is the ground is a fist-sized emerald engraved with
actually a bone devil using an illusionary disguise runes. A creature examining the area succeeding on
trying to trick the characters into granting it access a DC 16 Intelligence (Investigation) check notices
to the Prime. the rune, as does a creature able to detect magical
auras. Once detected, the trap is dispelled with
Diabolic Notes dispel magic and similar effects. A creature stepping
on the barely visible rune triggers the trap and
The characters hear a sad tune on the wind. must succeed on a DC 16 Charisma check or be
Creatures with an Intelligence of 3 or higher that banished to a demiplane within the emerald. If the
fail a DC 17 Wisdom saving throw mindlessly walk trap ensnares a soul, the emerald erupts from the
towards the music for eight hours until they die or ground and flies (fly 60 ft.) towards the devil's lair.
are restrained. Creatures that take damage attempt It can be followed, but a group of mortals running
another saving throw. through the Nine Hells in pursuit of a fiery green
gem is bound to attract attention.
Diseased Prize
A rotting corpse bobs in a small pond, a bulging Eye on Another Prize
sack hanging from one shoulder. Inside the sack are Deep within a complex of traps created by a pit
several changes of clothes, a potion of healing, and fiend rests an immense gem of nigh incalculable
scroll tube with a map to the city of Jangling Hiter. value. Once every thousand years, the doors to the
An address is written on the back of the map with vault open and dozens of people battle each other to
the name Irolle. The water and everything floating claim the prize. Unbeknownst to the "contestants,"
in it is infected with cackle fever. however, the gem never existed. The complex and
the legend was created as a means to generate souls
Driving Away the Chill that would later be forged into soul coins. With the
pit fiend that created the trap dead, thousands upon
Legend holds that a terrible remorhaz lurks in a
thousands of souls lie unclaimed. The bad news?
vast network of icy tunnels within the great glacier
Word appears to have gotten out. A horde of fiends
that encases Levistus. That same legend holds
fight to get inside.
that if this great beast is slain, its heart burns with
such a terrible heat that it could potentially melt
the glacier and free the Lord of the Fifth. One could
Field of Heads
easily assume that whoever freed an archdevil A field of hundreds of demon heads are placed
from an eternity in ice would no doubt be rewarded on tall pikes set in orderly rows. The landscape
handsomely for the task... The creature has found shows signs of a past battle between infernal and
the party, so they are about to find out. demonic forces. With a successful DC 15 Wisdom
(Perception) check, a pack with a potion of healing
Explosively Evil and a soul coin are able to be located within the
debris. Most of the heads are just a rotting warning
A devil appropriate to the level of the characters to future demonic interlopers, but ten of them are
explodes violently after being defeated in combat, vargouilles.
leaving behind a smoldering crater and a small,
ornate box. Creatures within 10 feet of the devil From the Mouths of the
when it explodes must succeed on a DC 15
Dexterity saving throw or take 14 (4d6) piercing Damned
damage. Roll 1d6 to find out what's inside the box: A 50-foot-tall tower of jabbering skulls stands
1. A soul coin in the middle of a field of blood-soaked ground.
The driving wind surrounding the pillar sends
2. 1d10 cp
their babbling throughout the area, forcing each
3. A gem of seeing creature within 30 feet to succeed on a DC 13
4. Another devil of the same CR Wisdom saving throw or gain a short-term madness
(Dungeon Master's Guide). Those that succeed and
5. A +1 maul approach close enough are instructed to ask a single
6. Nothing question of the pillar and find it answers truthfully
(though cryptically).
5
DDAL00-12 Infernal Encounters
Frozen Tower 1. Magic has made his foe forever invisible to
him.
An empty, decrepit tower of ice rises up over the
2. He's forgot where his foe resides.
landscape. The door is locked (DC 20) and trapped
(DC 20 to find and to disable), with a magical rune 3. His foe is far too powerful.
that creates a cone of fire if the door is touched (DC 4. He signed a contract prohibiting him from
15; as cone of cold but does fire damage). Inside doing so.
there only one single, tall room with a massive
5. His foe is the consort of an allied devil.
throne of ice. Three teeth, too big to be from a
human, rest on the seat. 6. He'd rather someone else get their hands
dirty.
Ghost in the Machine
The party comes across a beat-up but functional He Musn't Know
infernal war machine of the Tormentor design. The A black abishai named Hruurk is looking for rubes
inside is splattered with old blood and rotted flesh. to assist in smuggling a precious artifact out of
Once some of the characters are inside, the doors Minauros and into the bogs surrounding the city.
lock and the machine activates. Leaving the city is easy enough, but eventually, the
Unfortunately for the party, through some characters discover that they're being tracked by
quirk of fate or infernal design, this infernal war spined devils and orthons. To make matters worse,
machine has gained sentience (INT 10, WIS 8, Hruurk is plotting to kill the characters once the
and CHA 6) and thirsts only to kill! Not responding coast is clear. The artifact is a tooth purported to
to commands, the Tormentor tries to run down belong to Tiamat that Mammon stole a millennium
anyone with its crushing wheels. It needs no crew ago, and the Dragon Queen does whatever she can
to drive it or operate its harpoon flinger, and the to reclaim it.
controls inside the cockpit don't respond. Those
inside are thrown about roughly as the vehicle
takes sharp turns or careens into debris taking 11
Hellish Hitchhikers
(2d10) bludgeoning damage per turn. To escape, The charred remains of an infernal war machine are
the characters either need to do enough damage to being dismantled by its crew of devils. In exchange
exceed the vehicle's mishap threshold or succeed on for three soul coins, the devils ask for a lift to a
a DC 20 Dexterity check with proficiency in thieves' nearby infernal outpost.
tools. If one of the doors is unlocked, the characters
have only one round to escape before the war Help?
machine locks the doors again on its own!
The characters cross paths with a bewildering
human man named Korlos who claims to be lost
Glyph of Hell and in need of help to escape wherever he is. He
The characters spot a glyph inscribed upon a wall or doesn't seem to know what's going on and is more
rock. Roll 1d4 to see what the glyph portends: than a little desperate. To determine what is really
going on, roll 1d4:
1. It declares this area to be the territory of the
chain devil Laanyx. 1. Korlos (knight) really is lost, and was
somehow sucked into the Nine Hells through
2. It is a marker left by a previous adventurer no fault of his own. He's a true innocent.
that notes this path as safe. Old bloodstains
suggest otherwise. 2. As #1, but Korlos (Warlock of the Fiend) is
an evil man who tries to take advantage of the
3. It magically detects the passing of creatures situation to profit himself.
(as a mental alarm) and alerts a cambion and
succubus pair that come looking for prey. 3. Korlos (drow assassin) has lost his soul to a
devil, but has agreed to another bargain with
4. It is a trap (DC 16 glyph of warding (explosive a bone devil who wants the party dead; if he
runes) cast using a 6th-level slot). leads the characters into a trap and makes
sure at least half of them die, he regains his
Go Where I Cannot soul.
4. Korlos is an incubi using its shapechange
An imp in search of vengeance looks for those to
ability to gain the characters’ trust, with the
exact it on his behalf. He'd do it himself, but he can't.
eventual plan of betraying them when the
Roll 1d6 to find out why:
time is right.
6
DDAL00-12 Infernal Encounters
Home Sweet Home
A rakshasa and his indentured humanoid servants
once called an extravagantly decorated cave home,
but they've been rooted out by an ice devil and
its legion of sixty-six merregons. The rakshasa
has lost many of his servants already and pays a
handsome sum of soul coins to those able to destroy
the ice devil and evict the unlawful tenants (though
he pays extra if the merregon are convinced to
serve him instead).
Infernal Garage
The characters come across a garage servicing
infernal warmachines. Four fiendish goblins, two
imps, and a bearded devil called Elmax repair or
augment the party's warmachine for an appropriate
amount of soul coins. They currently have one very
beat up Tormentor (half hit points and missing its
raking scythes) that they are selling for twenty soul
coins. it hasn't been sent back to the elemental plane of
Earth. It begs the characters to help it get home and
Infernal Tutor if they do so, it rewards them with a ruby worth 500
gp and two soul coins, which it took from the dead
The party comes across a unique, robed devil wizard.
named Corthalvox (use stats for an arcanaloth,
except that Corthalvox is a LE devil) that offers to
impart knowledge to one character for a price. For Lost Coffer
one soul coin, Corthalvox answers one question A locked box (DC 20 Wisdom (Perception) check)
as if it had cast commune. For three soul coins, is just lying there. It is trapped with a glyph that
it imparts proficiency with the Infernal language. explodes for 22 (5d8) necrotic damage in a 30-
For the character's soul, it grants a feat of the foot radius when touched. Characters must make
character's choice. a DC 20 Dexterity saving throw to halve the
damage. The trap is noticed with a DC 20 Wisdom
Iron Mine (Perception) check and disarmed with a successful
DC 20 Dexterity (proficiency with thieves’ tools or
A chain devil with a pack of six lemures stand Intelligence (Arcana) check). Someone is no doubt
watch over a 100-ft across tiered pit where twenty- looking for this box. What's inside? Roll 1d4 to find
one slaves (commoners) are mining green, infernal out:
iron from the hellish soil. The slaves are all evil
humans who made bad deals and are now bound to 1. 2d4 imps
labor in the mine until they die. 2. A severed head with the symbol of Asmodeus
carved into it.
Landslide! 3. 50 gp and an infernal contract for the soul of
A cascade of dust, stones, and boulders careens someone named Trislop.
towards the characters who must make a DC 4. A soul coin.
17 Dexterity saving throw, taking 33 (6d10)
bludgeoning damage on a failed save or half as
much on a successful one. Characters that fail are Mama's Fallen Angel
also buried beneath hundreds of pounds of rock What initially appears to be a fiery comet is actually
(escape DC 17). an angel that has fallen from grace. Upon arriving,
the angel is curled in the bottom of a vast crater,
Lost Boulder confused and angry, but should she be calmed
down, the weight of what has happened reduces her
A galeb duhr named Slait, disguised as a boulder,
to a sobbing mess. She can be convinced to atone
sees the party and thinks they might be helpful.
for whatever sins she committed, but quickly learns
Slait has been summoned to the Nine Hells, but the
that whatever it is likely spells her doom.
wizard that did so has died and for some reason
7
DDAL00-12 Infernal Encounters
Mephit Man Abyss. For some reason, this is viewed as a bad
thing. Agents of a pit fiend general have murdered
Three smoke mephits have attempted to disguise the hag's apprentice and are looking to do the same
themselves as a merregon by standing on each to the hag. In exchange for a pouch of six soul
other’s shoulders while wearing a cloak and mask. coins, the hag is looking for an escort to a different
The mephits "stand guard" outside of random shops layer of the Nine Hells where she can conduct her
and prevent passersby from entering. experiments in (relative) peace.
8
DDAL00-12 Infernal Encounters
them plummeting into the bottomless depths below.
A creature crossing a bridge when it breaks must
Sickly Grove
succeed on a DC 11 Dexterity check or fall forever. A grove of sickly trees offers a potential shelter. Roll
1d4 to see what awaits the characters:
Preying on Tourists 1. The trees are actually an evil treant and five
animated trees.
Two orthons, Ryuakk and Prootu, lurk in the alleys
and streets of Dis for potential marks; especially if 2. In the center is a mound of rocks and buried
they appear to be "from out of town." They pretend underneath is the corpse of an adventurer.
to be seedy merchants, potential guides, or trackers- The body is wearing beat up half-plate
for-hire, but in the end, they're thieves looking to with the holy symbol of Helm and a rusted
score. longword.
3. The trees are prehensile and carnivorous.
Ritualus Interuptus Treat them as five assassin vines.
A group of six humanoid cultists from a different 4. Nothing. It’s actually a safe place to rest!
layer of the Hells are in a cave trying to bind a local
spined devil into their service. Roll 1d6 to learn
what layer of hell they hail from: Sinkhole
1. Dis The ground beneath one of the characters gives way.
The character must succeed on a DC 13 Dexterity
2. Minauros saving throw or fall 60 feet to the complex's floor
3. Phlegethos below. The complex is a long-lost temple to a pit
fiend named Roorpekarr. A character that succeeds
4. Stygia
on a DC 19 Intelligence (History) check recalls he
5. Malebolge was destroyed in battle against a paladin in the
6. Cania service of Demogorgon.
9
DDAL00-12 Infernal Encounters
war machine, they try to steal it. If the party doesn’t level of exhaustion and dies. If successful, she
have a war machine, the fiends consider traveling recovers only if kept constantly warm and sheltered
with the party for “safety in numbers.” from the environment. If she survives, she claims
innocence in the deaths of her companions and
Street Race tells of their strange behavior--undressing despite
the frigid temperatures, digging and hiding beneath
A group of local entertainers has set up a game, rocks, each other, etc. If returned to the Material
enticing onlookers to try their hand at hellhound plane, she facilitates a reward of 500 gp.
racing. Participants stand on a sledge pulled by
hellhounds and must attempt a DC 18 Dexterity
(Acrobatics) check to prevent the sled from tipping That's a Big Spear
over. The length of the racecourse varies and An immense spear, nearly 100 feet in length, is
requires more than one check. A character falling impaled upon the ground; the skeletal hand of
over takes 7 (2d6) bludgeoning damage as they whatever colossal creature once wielded it still
bounce and roll over the rough infernal terrain. clutching at the cracked leather wrapped around its
shaft. In the shadow of the spear's head, a group of
six maurezhi, having assumed the forms of planar
travelers, lure unwary travelers to their doom.
Within their lair, the demons maintain a stock pile of
treasures they've acquired from their victims. This
hoard includes 200 gp, three potions of healing,
a suit of +1 studded leather, and a frostbrand
shortsword.
10
DDAL00-12 Infernal Encounters
The Loyal Legionnaire 6. The character develops a sleep walking
disorder where they wander off every time
Grapnap, an imp and member of Pipyap's Legion, they try to rest.
is imprisoned by a nearby bone devil. While unable
to reward them directly, he assures his rescuers In order to break the curse, the character must
that the Legion is good for it. But before he returns sign an infernal contract with Ixpanialthea or an
to the Material plane, he must reclaim a bag he archdevil. Of course, what they want in exchange
borrowed from a friend. isn’t good...
11
DDAL00-12 Infernal Encounters
1. The pain gasket is torn. in study and contemplation. Little did she expect
2. There's a hole in the hate tank. to happen upon a vile plot by the archduke,
Mephistopheles, to usurp Asmodeus and claim
3. It needs a new envy limiter. the Ninth Layer, Nessus, for himself. Now, the war
4. The seat belt is broken. priest must secure as much of her belongings as
she is able (her most precious possessions are
5. It's got a leaky spark tube; it's totaled.
packed away within her portable hole) and flee
6. The miniature giant space hamster powering Cania. Unfortunately, both the Lord of the Eighth
the whole she-bang was accidently squished. and the Lord of the Ninth seek to claim her secrets.
12
DDAL00-12 Infernal Encounters
Chapter 2: Random Fiends
P art of telling an interesting story is creating
memorable NPCs. Unfortunately, when put
on the spot, too many devils end up being named
d20
1
Syllable Two
Zan
Bob and have the stereotypical red skin, horns, 2 Qee
and a forked tail. Never let it happen to you again! 3 Awm
Presented below are a series of random charts
4 Rin
to use to generate a name and description of a
randomly encountered devil. If your randomly 5 Er
generated name doesn’t sound quite right, try 6 Rel
adding an additional syllable. 7 Ren
8 Zel
9 Sul
10 Lyn
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DDAL00-12 Infernal Encounters
Step 3: Generate a Imps & Spined Devils
Description d6 Description or Quirk
1 This cunning devil wears pieces of leather
Lemures and Nupperibos armor embossed in Infernal runes,
increasing its AC by 1.
d6 Description or Quirk 2 Due to a maimed and twisted wing, this devil
1 This devil constantly emits a pitiful moaning prefers to walk. Its flight speed is reduced by
sound akin to a wounded dog or cat. 10 feet.
2 This creature is aggressive against others of 3 This fiend is accompanied by a pair of
its kind; often lashing out against them for lemurs on long leashes of what appears to
no discernable reason. be human hair.
3 A glimmer of intelligence twinkles behind 4 This creature has unusual mottled blue and
this fiend's eyes, though it is just as stupid as green skin with razor sharp chunks of white
others of its kind. crystal for teeth and claws.
4 This fiend has unusually long and sharp 5 This devil's large, floppy ears grant it
claws or teeth and deals one additional point advantage on Wisdom (Perception) checks
of damage with its attacks. based on hearing.
5 One of this devil's eyes is missing. It has 6 This devil is silver-tongued and when
disadvantage on Wisdom (Perception) conversing with a mortal, has the unerring
checks based on sight. ability to know their heart's desire.
6 At some point this creature served as a pack
animal for another devil; it's got a satchel Bearded Devils and Merregons
strapped onto it containing a soul coin and a
hunk of now rotted meat. d6 Description or Quirk
1 One of this devil's arms has been replaced
with a mechanical limb made of green steel
that functions normally.
2 A third arm protrudes from this creature's
torso, granting it advantage on Strength
(Athletics) checks made to grapple a
creature.
3 A blood-red gem is embedded in this
creature's forehead, granting it limited
foresight and allowing it to make Initiative
checks with advantage.
4 This fiend speaks in rhyme and cackles and
sings with maniacal glee in combat.
5 This devil whimpers and mewls when it
speaks; it's obviously not getting promoted
soon.
6 Eager for promotion (almost too eager), this
rather dense devil repeats the commands of
its superiors before rushing off to execute
them--no matter how simple they are.
14
DDAL00-12 Infernal Encounters
Barbed Devils
d6 Description or Quirk
1 This creature wears a belt with a number of
pouches and is heavy with 200 jingling green
steel coins (worth 312 gp).
2 This devil wears a backpack containing an
iron ingot, an emerald, and a steel bracelet
worth a combined total of 75 gp. It also has
an incomplete map drawn on human skin,
complete with an "X."
3 In combat, this fiend singles out the enemy
that is dressed in the finest clothes and if it
defeats it, spends its next turn rifling through
its pockets.
4 This devil literally has an extra pair of eyes
in the back of its head. As such, it can't be
surprised and has advantage on Initiative
checks.
5 This fiend wears a monocle consisting of a
crystal lens in a gold setting.
6 Conversations with this devil are
maddeningly frustrating as it speaks in
conundrums and answers questions with
questions of its own and usually unrelated to
the one it was initially asked.
15
DDAL00-12 Infernal Encounters
Horned Devils Erinyes
d6 Description or Quirk d6 Apparent Gender
1 A crown of green flame floats between this 1 Male
creature's horns. In combat, the flame turns 2 Female
white.
3 Indiscernible traits or multiple
2 This devil’s wings are covered in glistening
white feathers and it speaks in a melodic
voice despite its otherwise brutish d6 Description or Quirk
appearance. In conversation, it occasionally 1 This devil wields a pair of whips (using the
mentions serving Torm long, long ago. same statistics as their longsword attack,
3 This devil hurls flaming skulls that deal save for the option to use it with two hands)
an additional 7 (2d6) bludgeoning damage made of strings of human finger bones.
when using its Hurl Flame action. It uses the Rope Variant presented in the
Monster Manual.
4 This creature's tail ends in a heavy club.
Its Tail attack deals bludgeoning damage 2 This fiend wears no clothing beneath armor
instead of piercing. made of semi-transparent glass.
5 This creature claims to have invented the 3 This creature's mouth has been stitched
question mark. shut with a length of crude twine. Blood
constantly weeps from the wound.
6 This fiend has a large wooden keg strapped
to its back filled with a potent liquor. In 4 Two orbs of glittering onyx have replaced this
exchange for their soul, it allows a mortal to creature's eyes that stand in stark contrast
drink from the keg. If they accept, they must with its unusually pale skin.
make a DC 13 Constitution saving throw or 5 This creature wields no weapons; instead
die. If successful, the devil gifts them with a its fingernails are wickedly sharp and made
diamond worth 150 gp (but keeps their soul). of green steel. It's attacks otherwise use the
same statistics as its Longsword attack.
6 Nothing remains of this devil's wings but
stumps of charred bone, rendering it unable
to fly.
Narzugons
d6 Description or Quirk
1 A tattered standard on an iron staff
protrudes from the back of this devil's armor.
In combat, the standard's Infernal runes
glow with a sickening green radiance.
2 Blood oozes from the joints of this creature's
armor; the ground spitting and sizzling
where it lands.
3 The fiend is escorted by a squire (a barbed
devil), also riding a nightmare.
4 This devil wields two hellfire lances and
attacks with both of them at the end of a
charge.
5 This fiend still bears shreds of the honor it
bore in life. In combat, it challenges the most
powerful foe to single combat (and honors
challenges of the same from others).
6 This creature abandons its lance after its
initial charge and draws a jagged obsidian
greatsword, dealing 12 (2d6 + 5) slashing
damage plus 16 (3d10) fire damage on a
successful hit.
16
DDAL00-12 Infernal Encounters
Ice Devils
d6 Description or Quirk
1 The pommel of this devil's Ice Spear is
wrapped in the hide of a white dragon and it
wears the dragon's skull as a helm; drifts of
white mist emanating from its nostrils.
2 This devil's mandibles clatter and click
incessantly when it talks and once per long
rest the devil can use an action to click and
clack, causing one creature within 30 feet
that can hear to make a DC 17 Wisdom
saving throw or gain a short-term madness
(Dungeon Master’s Guide).
3 An imp wearing half-plate armor and
wielding a light crossbow rides on this
devil’s back; shooting icicles at whomever its
master directs it to. If the imp takes damage
from any source, the ice devil uses its
reaction to momentarily encase the imp in
ice and reducing the damage to 0.
Amnizus
4 Dark, humanoid shaped forms are seen
within a wall of ice conjured by this devil. d6 Description or Quirk
The forms don't move, but emit muffled 1 This amnizu is actually a shapechanged
screams of terror and agony. gold dragon; though it has retained this
5 This devil professes to be a scholar form for so long that it's nearly forgotten.
(producing a satchel containing a few rare Characters succeeding on a DC 18
books as proof). It has the spellcasting trait Wisdom (Insight) check notice the amnizu
and has three 1st-level spell slots with which unknowingly hint at its true form. If returned
it casts absorb elements, shield, and magic to its true form, the dragon rewards the
missile. characters with 1,000 pp.
6 This fiend wears a suit of +1 plate armor and 2 This devil wears robes of embroidered
a ring of protection, increasing its AC by a white silk with gold and platinum stitching.
total of 2. In discussion, it refers to itself in the third
person.
3 The ring that this fiend wears on its finger
is actually the phylactery of the lich that
serves as its aide de camp (though the lich
uses disguise self or other magic to appear
human). If the fiend is slain, the lich quickly
moves to retrieve its phylactery before plane
shifting away.
4 This fiend holds court atop a throne
consisting of a huge swarm of larva that
moves wherever their master telepathically
wishes to go.
5 The robes that this creature wears conceals
a lower torso consisting of a writhing mass
of tentacles. The amnizu has no limit to the
number of creatures that it is able to grapple.
6 This devil's teeth are unusually long and
sharp. It makes a bite attack as part of its
Multiattack: Bite. Melee Weapon Attack: +11
to hit, reach 5 ft., one target. Hit: 44 (8d10)
poison damage.
17
DDAL00-12 Infernal Encounters
Pit Fiends
d6 Description or Quirk 3 This creature has a pair of tentacles
1 This fiend is clad in head-to-toe black iron protruding from its back and is able to
plate with a small forge on his back that grapple a creature within 10 feet as a bonus
spews molten iron. Creatures within 10 action (+14 to check). It is able to grapple
feet of the pit fiend at the start of its turn two creatures in this way.
must make a DC 21 Dexterity save, taking 4 This devil speaks in a booming voice that
28 (8d6) fire damage or half as much on a echoes painfully within the minds of those
successful save. who hear its words.
2 This devil wields a pair of green steel 5 This fiend is never without its contingent of
halberds. It makes two Halberd attacks six bearded devil attendants.
using its Multiattack instead of a claw
6 This devil has Legendary Resistance; three
and mace attack. Halberd. Melee Weapon
times per day, if it fails a saving throw, it
Attack: +14 to hit, reach 10 ft., one target.
chooses to succeed instead.
Hit: 14 (2d10 + 8) slashing damage.
18
DDAL00-12 Infernal Encounters
Chapter 3: Hell on Wheels
One of the most interesting additions that Baldur’s Extreme Failure. The vehicle goes into an
Gate: Descent into Avernus brought to the Nine uncontrolled spin. The vehicle moves its speed in
Hells was Infernal War Machines and driving rules. a random direction and the driver must use their
Here are a few more expansions to bring your reaction to succeed on a DC 20 Dexterity check or
wheels to Hell! flip the vehicle (as the mishap).
Evasive Driving
Stunts Helm, Bonus Action, Dexterity vs. opponent’s
Wisdom (Insight)
Baldur’s Gate: Descent into Avernus offers several
different ways in which to use your infernal war The character tries to avoid attempts to hit their
machine, but the list leaves out a number of vehicle by driving in an erratic pattern. If the driver
cinematic driving maneuvers that your players beats their foe’s Wisdom (Insight) check, the vehicle
might want to try. As these stunts are not within the gains the benefit of the Dodge action.
bounds of normal vehicular operation, the character
must succeed on an ability check. Characters Exhaust Cloud
proficient in land vehicles add their proficiency Helm, Bonus Action, DC 15 Intelligence
bonus to these checks. Enemies can’t hit what they can’t see. By flooding
Extreme Failure. Some of these stunts are not the engine and gunning it, the driver lets out a big
without their risk. If the driver fails the ability cloud of exhaust, heavily obscuring the vehicle and
check by 5 or more, an additional negative effect creatures on or in the vehicle from those behind it
occurs similar to those found on the mishap table in for one round.
Baldur’s Gate: Descent into Avernus. Extreme Failure. The vehicle stalls and only
moves at half speed this round.
Aim
Weapon Station, Action, None Hold Together Baby
A crew member manning one of the weapon Helm, Bonus Action, DC 20 Dexterity, Inspiration
stations spends a round lining up their shot to gain When an infernal war machine drops to 0 hit
advantage on the next attack roll they make with points, it normally ceases to function. By spending
that vehicle’s weapon before the end of their next inspiration and succeeding on an ability check, the
turn. driver manages to keep the infernal war machine
together long enough to operate one more round.
Bail This might be the difference between parking and
Any, Action, DC 15 Dexterity (Acrobatics) crashing.
The driver or a passenger jumps free of the vehicle.
If the driver bails, the vehicle continues uncontrolled
on its previous path for one round before slowing
or crashing (DMs discretion). Individuals who bail
suffer 3 (1d6) bludgeoning damage per 20 feet of
the distance that the vehicle last moved and land
prone. If the creature succeeds by 5 or more, they
are not prone.
Extreme Failure. The individual suffers 3 (1d6)
bludgeoning damage per 10 feet of the distance that
the vehicle last moved.
Bootlegger’s Turn
Helm, Bonus Action, DC 18 Dexterity
The driver forces the vehicle into a spin intended to
reverse the direction of travel of a forward-moving
automobile by 180 degrees. Doing so also causes
the vehicle to stop after moving its speed.
19
DDAL00-12 Infernal Encounters
Jump Impaler
Helm, Bonus Action, DC 15 Dexterity Large vehicle (500 lb.)
The driver attempts to jump a chasm, ravine, or Creature Capacity 2 Medium creatures
other gap in a vehicle not designed for it. If the
vehicle moves at least 30 feet in a straight line, Cargo Capacity 50 lb.
it clears a distance of up to half its speed when Armor Class 22 (18 while motionless)
jumping over the gap. Each foot it clears on the Hit Points 30 (damage threshold 5, mishap threshold 10)
jump costs a foot of movement. If the character fails Speed 60 ft.
the check, the vehicle falls into the gap.
STR DEX CON INT WIS CHA
Pit 14 (+2) 18 (+4) 12 (+1) 0 0 0
Helm, Bonus Action, Dexterity vs. opponent’s
Dexterity (Land Vehicles) Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened,
The driver attempts to bump an adjacent vehicle
paralyzed, petrified, poisoned, stunned, unconscious
of the same size or smaller and force it to turn
sideways abruptly and stop.
Impaling Spikes. The front of the Impaler is covered in wicked
Extreme Failure. The driver’s vehicle suffers a spikes. The Impaler is able to move through the space of any
mishap. Medium or smaller creature. When it does, the creature must
succeed on a DC 13 Dexterity saving throw or take 7 (1d8 + 2)
Spotter piercing damage and be restrained. This is in addition to the
Passenger, Action, DC 12 Wisdom (Perception) normal 1d6 bludgeoning damage to the creature for every 10
feet the vehicle moved since its last turn (maximum 20d6) for
A passenger in the vehicle uses their action to look crashing into a creature with a vehicle. A Medium or smaller
for danger, giving the driver advantage on checks to creature restrained by the Impaler automatically moves with
drive through challenging terrain. the Impaler when it moves. In order to break free of the Impaler
without taking damage again, the victim must succeed on a DC
13 Wisdom (Medicine) check. This trait can’t be used against a
particular creature more than once each turn.
Jump. If the Impaler moves at least 30 feet in a straight line, it
clears a distance of up to 60 feet when jumping over a chasm,
New Vehicle: Impaler ravine, or other gap. Each foot it clears on the jump costs a foot
The thrill of chasing your prey at great speed of movement.
has started to see the exporting of infernal war Magic Weapons. The Impaler’s weapon attacks are magical.
machines from Avernus to other layers of the Prone Deficiency. If the Impaler rolls over and falls prone, it can’t
Nine Hells. Unfortunately, wheeled vehicles right itself and is incapacitated until pulled upright.
are not well suited to some terrain, such as the
Skids. The Impaler is adapted to moving over ice and mud. Its
swamps of Minauros or the ice and snow of speed is doubled under these conditions.
Stygia or Cania. Enter the Impaler; a tracked
vehicle with skis in the front meant to glide Action Stations
over mud or ice that handles similarly to a
Helm (Requires 1 Crew and Grants Half Cover). Drive and steer
snowmobile or jet ski. In true fiendish fashion, the Impaler.
the vehicle sports several long spikes on the
front suitable for ramming victims so the driver Reactions
is able to ride off with them once they are
Juke. If the Impaler can move, the driver is able to use its
impaled.
reaction to grant the Impaler advantage on a Dexterity
saving throw.
Aquatic Modification
The Impaler can be modified for aquatic environments by
sacrificing the cargo space to install floats. An aquatic Impaler
has a swim speed equal to its normal movement speed. It
cannot dive below the surface.
20
DDAL00-12 Infernal Encounters
Chapter 4: Expanded Encounters
When using the random encounters presented prior to the start of the adventure, unless the
in Chapter 1, it’s easy for your players to become adventure specifies otherwise. Feel free to reread
interested in what happens next for the NPCs their the adventure description to help give players hints
characters meet. What follows are a few expanded about what they might face.
encounters, each taking about one hour to complete
and designed so that they can be used in your D&D
Adventurers League game or in your home game.
These adventures make excellent side quests Adjusting This Adventure
for your Baldur’s Gate: Descent into Avernus or To determine whether you should consider
DDAL00-11 Pipyap's Guide to All of the Nine Hells adjusting the adventure, add up the total levels
campaigns. Many of the locations mentioned here of all the characters and divide the result by the
are further describe in Pipyap's Guide to All of the number of characters (rounding .5 or greater
Nine Hells. up; .4 or less down). This is the group’s average
party level (APL). To approximate the party
D&D Adventurer’s strength for the adventure, consult the table
below.
League Determining Party Strength
If you are using these adventurers for D&D Party Composition Party Strength
Adventurers League characters, there are a few 3-4 characters APL less than Very weak
things you need to keep in mind. 3-4 characters APL equivalent Weak
To DM an adventure, you must have 3 to 7 3-4 characters APL greater than Average
players—each with their own character within the
5 characters APL less than Weak
adventure’s level range. Characters playing in a
hardcover adventure may continue to play but if 5 characters APL equivalent Average
they play in a different hardcover adventure, they 5 characters APL greater than Strong
can’t return to the first if outside its level range. 6-7 characters APL less than Average
Players can play an adventure they previously 6-7 characters APL equivalent Strong
played as a Player or Dungeon Master but may only
6-7 characters APL greater than Very strong
play it once with a given character. Ensure each
player has their character’s adventure logsheet (if
not, get one from the organizer) with their starting Rewards
values for level, magic items, gold, and downtime
At the end of the session, the characters receive
days. These are updated at the conclusion of the
rewards based upon their accomplishments.
session. The adventure information and your
information are added at the end of the adventure
session—whether they completed the adventure or
Character Rewards
The characters earn the following rewards for
not.
playing each of these adventures:
Each player is responsible for maintaining an
accurate logsheet. If you have time, you can do a Advancement
quick scan of a player’s character sheet to ensure Upon successfully completing an adventure, each
that nothing looks out of order. If you see magic character gains a level. At their discretion, they
items of very high rarities or strange arrays of may choose to decline advancement. Remind your
ability scores, you can ask players to provide players that the amount of gold that their characters
documentation for the irregularities. If they cannot, earn per level is limited; declining advancement
feel free to restrict item use or ask them to use a means that they may reach a point where they earn
standard ability score array. no gold.
Direct players to the D&D Adventurers League
Players Guide for reference. If players wish to Gold
spend downtime days and it’s the beginning of an Award each character gold for each hour of the
adventure or episode, they can declare their activity session; typically, one hour for these adventures.
and spend the days now, or they can do so at the end Adventures typically features cues for this, but you
of the adventure or episode. Players should select can add it where you see fit. The maximum gold that
their characters’ spells and other daily options
21
DDAL00-12 Infernal Encounters
you can award a character per hour is determined Dungeon Master Rewards
by their tier, as follows: For running this adventure, one of your character
gains a level. That character receives gold based on
Tier Hourly GP Award GP Limit per Level
their tier prior to advancement:
1 20 gp 80 gp
2 30 gp 240 gp Tier GP Earned
3 200 gp 1,600 gp 1 80 gp
4 750 gp 6,000 gp 2 240 gp
3 1,600 gp
4 6,000 gp
22
DDAL00-12 Infernal Encounters
Bad Seed
Estimated Duration: 1 hour Call to Action
Favored Pillars: Combat, Exploration, Social The characters have been tasked with either
bringing the boy and his contract back to the Prime
This adventure is designed for three to seven
Material to face justice, or stealing his contract for
1st-4th-level characters and is optimized for five
the night hag, Tal’kandelagrag.
characters with an average party level (APL) of
3rd. Characters outside this level range cannot
participate in this adventure. Black Iron Brewery
DDAL00-12a Bad Seed by Greg Marks occurs in Neidhard lives and works at the Black Iron Brewery
the city of Dis, on the second layer of the Nine Hells. in Dis along with several other devils. The brewery
is active at all times of day.
Background The massive iron building sports a metal
NEIDHARD, the son of Waterdavian brewers shingle depicting a black iron mug with foam
MARQ and ERYN sought to escape a boring future dripping down the side. The echo of breaking
crafting beer and so made a deal with a minion glass and swearing is heard from a pair of large,
of the archdevil DISPATER. In exchange for open double doors.
the souls of his parents, he was granted magical
power. Unfortunately, the boy didn’t read the fine
print in his contract too well and he is serving the Area Information
armies of Dis as their brewer for eternity. Now he The brewery has the following general features.
works tirelessly under the gaze of the spined devil Dimensions & Terrain. As is typical of Dis,
CHEZRURC who holds the contract and forces the everything is made of infernal green iron, though
teen to brew! the outside of the building has been painted black.
Lighting. Each of the rooms have torch sconces
Adventure Hooks in the shape of metal beer tankards. Each sconce is
This adventure works well if the characters have topped by a continual flame spell providing bright
rescued Marq (No Refunds) and/or Eryn (Trapped light. There is no light at all in area 10.
Under Ice). Both of the brewers know that their son Doors. All of the doors are made of infernal iron
sold them to devils and has been led astray. They and are not locked unless otherwise noted.
want the characters to bring the traitorous teenager
back to face justice. 1. Brewery Floor
If you are playing DDAL00-11b When the Debt The brewery floor is usually a flurry of activity. Six
Comes Due and your characters have crossed paths lemures and Neidhard (human male teen) are here.
with the night hag, Tal’kandelagrag, she directs The lemures are not very good at their job and
the characters towards the young brewer, seeking Neidhard has taken to throwing bottles at them in
to wrest his contract away from the archdevil. Her frustration, so there is broken glass all over. A large
store deals in the unusual and a good brewer is hard iron bar is propped next to the large doors, allowing
to find. them to be barred when the brewery closes. See
Creature Information for more on Neidhard.
Well. A well is sunken here, providing a slightly
sulfur smelling water for the brewing.
Adjusting the Scene 2. Fermentation Vessels
Here are some suggestions for adjusting the Two massive fermenters dominate the brewery floor.
number of foes in the entire brewery: Current signs name the current brews in process as
• Very Weak: Remove six lemures and a Sweet Temptation red and Darker than a Devil’s
Neidhard has used one of his spell slots today. Heart stout.
• Weak: Remove three lemures.
3. Empties
• Strong: Add a second spined devil to Area 8.
A ramshackle pile of barrels, crates, and bottles are
• Very Strong: Add a bearded devil to Area 8. piled in this corner awaiting use.
23
DDAL00-12 Infernal Encounters
4. Ingredient Storage 6. Neidhard’s Room
This room is filled with shelves upon shelves of This orderly bedroom has a bed, standing wardrobe
ingredients for the brews made here. Everything filled with clothes, and small shrine to Dispater.
from different strains of hops and barley to fruits Shrine. A successful DC 13 Intelligence
and spices. (Investigation) check notes that the shrine has a thin
Unusual Ingredient Safe. In the north east layer of dust, suggesting that it hasn’t been used in
corner, there is a small wall safe that contains some time.
especially rare or valuable ingredients. It is opened
using thieves’ tools (DC 15 Dexterity check) or 7. Lemure Cage
by listening for the tumblers (DC 20 Wisdom A door made of bars provides entrance to this wreck
(Perception) check). Inside are two vials of demon of a room. The lemures are caged here when not
ichor, an angel’s feather, and a small pouch of wheat being forced to work. The walls are scarred by their
from Elysium. They could be sold to interested claws and waste.
parties for 15 gp each.
Barred Door. The door is locked (DC 15 thieves’
The combination is found in Chezrurc’s room tools) when all the lemures are inside. The key is
(Area 9). found in Area 5.
5. Supplies 8. Bar
Supplies and tools for brewing are organized on A small bar with adjoining private rooms offers a
shelves in this room. There is enough to cobble taste of the brewery’s wares. The door to the alley is
together a brewer's supply toolkit. The key to the locked (DC 20 thieves’ tools). Chezrurc carries the
lemure cage door (Area 7) hangs from a hook next key. Chezrurc the spined devil is usually be found
to the door.
24
DDAL00-12 Infernal Encounters
lounging here, with a single lemure behind the The lemures are mindless minions who ignore all
bar. See Creature Information below for more on visitors to the brewery unless ordered by Neidhard
Chezrurc. or Chezrurc. If forced to choose between conflicting
Cash Box. Under the bar is an iron box with a orders, they always follow Chezrurc’s orders.
simple unlocked latch. Inside is 17 gp, a monocle Neidhard. Neihard is a human teen boy that is
worth 10 gp, and one soul coin with only one charge torn between the boredom of a lifetime of brewing
remaining. and his thirst for power. He puts on a smile when
customers come into the brewery because he
9. Chezrurc’s Room doesn’t want to be punished by Chezrurc. A DC 12
The door to Chezrurc’s room is always locked (DC Wisdom (Insight) notes that Neidhard’s pleasant
20 thieves’ tools). Inside is a perch that it sleeps on, demeanor is forced.
a locked trunk, and a rolltop desk. What Does Neidhard Want? He has no care for
Desk. The desk is covered in well-organized anyone but himself and kills or steals to advance
paperwork detailing all of the purchases of himself. He sacrificed his own parents for the power
materials, sales of beer, and current inventory. A he has now. He wants to find some way to advance
successful DC 13 Wisdom (Perception) check while himself in the hierarchy of the Hells while not losing
searching it locates “6-12-18” scratched on the the power he has already gained. Killing Chezrurc
underside of one of the drawers; the combination and recovering his contract makes him happy.
for the unusual ingredients safe (Area 4). What Does Neidhard Know? Neidhard knows
Trunk. The trunk is locked (DC 15 thieves’ tools) where everything of value is in the brewery and
and trapped. Inside are Chezrurc’s valuables: 17 the secret of the brewing in the Hells is putting a
gp, a potion of hill giant strength, and a bottle drop of demon ichor in each batch, allowing devils
of beer with Neidhard’s contract on the label. If to experience drunkenness despite their normal
someone drinks the beer, the contract is dissolved immunity to poison. He trades this information for
and Neidhard loses all of his abilities becoming a his freedom. He lies to the characters claiming that
commoner, but is free to leave the Nine Hells. If he needs to drink the beer to be free and comes
Neidhard drinks the beer, the contract is broken, but with them wherever they wish. Of course, he plans
he keeps his powers. to murder the characters as soon as he can.
25
DDAL00-12 Infernal Encounters
Conclusion
If Neidhard is brought back to the Prime Material
Plane, his parents regret what has become of their
son but they see to it that he is brought to justice
under the Waterdeep Code Legal.
26
DDAL00-12 Infernal Encounters
A Helpful Distraction
Estimated Duration: 1 hour streaming out to destroy it. The characters just need
Favored Pillars: Combat to fend off the devils long enough for the pair to
sneak in, grab the scroll tube, and get out.
This adventure is designed for three to seven
5th-10-level characters and is optimized for five
characters with an average party level (APL)
The Distraction
of 8. Characters outside this level range cannot Zahn and Varknoc have chosen a hilltop about
participate in this adventure. 100 feet from the Tower of Scales. They want the
characters to take the supplies they have gathered
DDAL00-12b A Helpful Distraction by Greg
up and start setting up a shrine to Bahumat.
Marks occurs on Avernus, on the first layer of the
Eventually, that should rouse a response to make
Nine Hells, but is easily relocated to another layer of
the abishai and Tiamat’s other minions (all fairly
the Nine Hells.
minor they assure the adventurers!) come out. The
pair figure it takes them about five minutes to get
Background in and out again, so the characters must hold their
ZAHN (aasimar assassin) and VARKNOC (copper position for that time (50 rounds). The characters
dragonborn master thief) have come to the Nine must convince the fiends they are actually trying to
Hells at the behest of Bahumat's court. The pair consecrate a holy place to the Platinum Dragon or
has spent most of their time watching and waiting they won’t come out!
for the right opportunity. The time has come. A Supplies. The pair have rounded up a few
courier has transferred a scroll tube to a waystation. supplies to help the characters. They have the
The tube contains TIAMAT’S latest plans to wrest following items:
control of AVERNUS from the archdevil ZARIEL,
• A wagon and a draft horse to pull it.
and is due to be sent off to some of the Dragon
Queen’s more powerful lieutenants. • A statue of Bahumat the size of a man, held onto
the wagon by 50 ft. of rope and a net.
Unfortunately, the waystation, called the TOWER
• A brazier, a crate of candles, five vials of oil, a
OF SCALES, is virtually impregnable. It is
tinderbox, and ten torches.
magically sealed to have no entrance or exit, and
no magic gets inside. But the pair have an idea. If • A prayer book with prayers to Bahumat and a
someone antagonizes the abishai inside enough mechanical gnomish music box that loudly plays a
to open the tower and come out, the pair could hymn to the Platinum Dragon.
sneak inside. This means they just need the right • A potion of greater healing and a spell scroll of
diversion. healing spirit.
27
DDAL00-12 Infernal Encounters
Statue of Bahumat. The statue is made of steel If the party makes no effort to protect the shrine,
and has an AC of 18 and 50 hit points. It has a allow the abishai (+3) to attempt a DC 15 Wisdom
damage threshold of 10 and is immune to poison (Insight). If successful, it suspects a trick and the
and psychic damage. For the purposes of this group retreats into the tower until the third wave is
adventure, the cantrip mending repairs 1d4 points ready and then the two waves come out together.
of damage to the statue.
Treasure
First Wave The black abishai wears a ring of evasion that the
The characters have two minutes to prepare the characters claim if they defeat it.
area as if they were actually attempting to set up
the shrine. After this time, the first wave of foes Third Wave
emerges from the Tower of Scales.
After twenty-five rounds have elapsed, a barbed
devil riding a wyvern supported by two kobold
Without warning, a great draconic roar echoes dragonshields join the fight. This group specifically
out of the tower as the chromatic scales that focuses on destroying the statue of Bahumat.
cover its side flicker in the fires of Avernus’
landscape. A great maw opens in the side and
many angry voices are heard yelling battle cries
to Tiamat before doom pours forth. Adjusting the Scene
A white asbishai and two red guard drakes Here are some suggestions for adjusting this
rush out of the tower and up the hill towards scene:
the characters. They focus entirely on killing the • Very Weak: Remove one kobold
interlopers. dragonshield and replace the barbed devil
with a one kobold scale sorcerer.
• Weak: Remove both kobold dragonshields.
• Strong: Add one kobold scale sorcerer.
Adjusting the Scene • Very Strong: Add one kobold scale sorcerer
Here are some suggestions for adjusting this riding a second wyvern.
scene:
• Very Weak or Weak: Remove one guard
drake.
Treasure
• Strong or Very Strong: Add one guard drake.
The barbed devil has a pouch filled with gems
and two soul coins that the characters claim if they
Second Wave defeat it.
28
DDAL00-12 Infernal Encounters
Conclusion
After fifty rounds, Zahn and Varknoc come running
Stat Block Modifications out of the tower and signal the characters to make
This evil mage has the following modifications: a run for it themselves. If they wait, more powerful
dragons are bound to come!
• Change its spell list to include:
Once clear, the pair thank the adventures and
Cantrips (at will): acid splash, fire bolt, ray of offer to pass on any helpful information they have
frost, shocking grasp regarding the party’s quest in the Nine Hells
1st level (4 slots): false life*, ray of sickness, should they come across it. The pair make good
shield reoccurring allies when your party is lost and needs
a nudge.
2nd level (3 slots): blindness/deafness,
mirror image*, ray of enfeeblement
• Precast spells (*): +9 hit points from false life
and three mirror images; the evil mage has
only three 1st level and two 2nd level spell
slots remaining.
29
DDAL00-12 Infernal Encounters
The Soft Touch
Estimated Duration: 1 hour
Favored Pillars: Exploration, Social Grenpoli
This adventure is designed for three to seven Excerpted from Pipyap’s Guide to All of the
11th-16th-level characters and is optimized for Nine Hells
five characters with an average party level (APL) Grenpoli’s existence in Maladomini occupies a
of 13. Characters outside this level range cannot curious role. While not especially safe, it is seen
participate in this adventure. as an accidental sanctuary of sorts for those
DDAL00-12c The Soft Touch by Greg Marks that find their way here. There are ancient,
occurs in the city of Grenpoli, on Maladomini, the unbreakable wards here—possibly placed by
seventh layer of the Nine Hells. Asmodeus himself, for even Baalzebul doesn’t
know—that prevent many common forms of
aggression. Spells and abilities that inflict
Background damage to hit points or ability scores simply fail
The night hag, IXPANIALTHEA, has been to function or manifest, and summoning spells
outsmarted by her rival BAHJNAHUVNA, a and rituals only produce a single, tremendously
rakshasa with no shortage of enemies. Following smelly lump of mud. The devils of Maladomini
a scam, Bahjnahuvna made off with the hag’s have gone one step further and have since
soul bag. While Isxpanialthea could craft another banned the presence of weapons as well;
bag, the soul she had just captured in the bag was any creature that touches or interacts with a
particularly valuable and she wants it back. weapon finds that it is immediately teleported
Unfortunately, with so many foes looking for him, away and into the hands of the Gravelboot
Bahjnahuvna has fled to the city of GRENPOLI in Brigade. Those attempting to use claw or fist,
Maladomini, the sanctuary of the Nine Hells where are themselves likewise teleport outside of the
no violence is possible. Hiding out in the city, he city.
is protected after a fashion. Isxpanialthea needs These limitations are not entirely punitive,
someone crafty, annoying, or desperate enough to though; the School of Politics is located here
go after the rakshasa and recover her soul bag. as well. Due to the protections woven into
the location, devils hone their verbal skills,
Adventure Hooks duplicitous or otherwise, with little fear of
immediate reprisal. This does not prevent a
The characters may previous have met Ixpanialthea devil from being acted against at a later time
before in the guise of a tiefling fortuneteller (Turn due to their actions during an argument or
of the Card) and now are cursed by her. The hag rebuttal, though, and as a result there are large
offers to lift the curse voluntarily, if the adventurers groups of creatures that have camped outside
recover her soul bag for her. the walls of this compound. Some members
If you are playing DDAL00-11b When the Debt of the horde are waiting for a specific devil to
Comes Due and your characters have crossed paths emerge, while others simply refuse to leave as
with the night hag, Tal’kandelagrag, she easily fills they are hunted immediately if they do.
the role of Ixpanialthea instead.
30
DDAL00-12 Infernal Encounters
rarely leaves and has most of the goods he requires magic aura so it radiates magic, and a candle of
delivered. invocation (lawful evil).
One also gains access to the bolts affixing the safe
Area Information to the floor from the inside. If the nuts are removed,
The area has the following features. the safe can be moved. Underneath it is a small
cache where Bahjnahuvna has stored the hag’s soul
Dimensions & Terrain. The walls are made of
bag.
stone with stained glass windows depicting books
and fiends standing behind podiums. While building Traps. Both doors are magically trapped and the
itself is old, the furnishings appear quite new as traps are protected with Nystul’s magic aura spells
Bahjnahuvna has only just moved in. None of the to appear nonmagical. If a creature attempts to
windows are openable. open the locked door through any means other than
the key hidden in Bahjnahuvna’s book, it triggers
Lighting. The rakshasa keeps the rooms lit with
a mass suggestion (DC 18 Wisdom saving throw
low lanterns, and incense burning braziers.
negates) targeting the nearest twelve individuals
Alarm. The upstairs residence is protected by an within 60 feet. The suggestion is to walk out of
audible alarm spell. Grenpoli and kill the nearest ice devil outside of the
Bookstore. The store is a one-room affair, 40-feet city. The ice devil does not take the assault lightly.
square with racks of books focusing on oratory,
famous speeches, and linguistic guile. In one corner
there are several comfortable chairs and a tea set.
Creature Information
Bahjnahuvna is a slick negotiator, using a profundity
Bahjnahuvna spends much of his time here reading.
of big words in an effort to confuse and distract.
He is especially interested in the stories of famous
He enjoys verbal sparring and is always looking to
confidence schemes.
cheat his customers if they foolishly agree to it.
Defensive Wards. The building is warded such
What Does Bahjnahuvna Want? Bahjnahuvna
that creatures can't move or travel inside using
wants to enrich himself while enjoying the peace
teleportation, extradimensional, or interplanar
of his retirement. He loathes bad manners and
means. Extradimensional spaces such as a bag
of holding cannot be accessed while inside the
building. The walls are resistant to spells that would
alter their form, such as stone shape or transmute
rock. A character targeting the wall must succeed
on a DC 18 ability check using their spellcasting Playing the Pillars
ability or the spell does not affect the wall.
Here are some suggestions for this encounter:
Doors. There is a door to the front and rear of
Combat. Combat is virtually impossible due
the bookstore. Both are locked outside of business
to the magical effects that blanket the city, but
hours with incredibly complicated locks (DC
clever characters might attempt to use mind
25 to open). They are unlocked via a key hidden
affecting spells to force others into combat,
inside of the binding of his favorite book: The Lies
promptly causing them to teleport away!
We Tell Ourselves. A successful DC 20 Wisdom
(Perception) check is needed to find the key when Exploration. Breaking into the shop to steal
searching the books that he has piled near his chair. the soul bag is one possible solution, though
the store’s defenses and misdirection make
Residence. The upstairs has a bedroom area and
it difficult. A good plan, a talented rogue, and
a small kitchenette complete with a water pump.
ample dispel magic spells make it much easier.
The area is covered in fine silks and books are piled
everywhere. The rakshasa’s safe is found here. Social. Perhaps the easiest and most
entertaining route would be to force
Safe. A large infernal iron safe is affixed to
Bahjnahuvna to hand over the soul bag. The
the floor using a combination lock. It is opened
rakshasa knows the soul of a legendary
using thieves’ tools (DC 20 Dexterity check) or
paladin is inside and so he doesn’t want to give
by listening for the tumblers (DC 25 Wisdom
it up, but if the characters make his quiet life
(Perception) check. There is contact poison on the
unbearable, he parts with it to make them go
knob. Touching the poison requires the victim to
away. Excessive noise, foul smells, constant
succeed on a DC 20 Constitution saving throw or be
interruptions, frequent “accidents” that damage
poisoned for one hour. While poisoned, the creature
his building without attracting the attention of
is also unconscious.
the authorities eventually add-up to break his
Inside is a sack of 100 pp, a soul coin, two potions will.
of supreme healing, a bag affected with Nystul’s
31
DDAL00-12 Infernal Encounters
disruptions to his peace and quiet. He enjoys good
books, new cons, and fine food and drink.
Treasure
Bahjnahuvna wears a ring of mind shielding that
What Does Bahjnahuvna Know? Bahjnahuvna
could be stolen. There are 100 pp, a soul coin,
knows all about his defenses and the limits that
two potions of supreme healing, and a candle of
Grenpoli puts on its residents. He wears a ring of
invocation (lawful evil) in his safe.
mind shielding to help protect his thoughts and he
does not engage in any violence, though he might
suggest that others try to strike him or a bystander
so as to get the teleported out of the city.
Bahjnahuvna wears a key around his neck, hoping
that sneaky thieves try to steal it so they might
burgle his shop, not knowing that the key is a fake
and it triggers the wards on the doors.
32
DDAL00-12 Infernal Encounters
The Devil’s Song
Estimated Duration: 1 hour Area Information
Favored Pillars: Combat, Exploration, Social Dimensions & Terrain. The obelisk is a 30-foot
This adventure is designed for three to seven square that rises 80 feet high. It is made of the
17th-20th-level characters and is optimized for same native Nessian stone. Creatures can't move
five characters with an average party level (APL) or travel inside the obelisk using teleportation or
of 18. Characters outside this level range cannot extradimensional movement. The stone is immune
participate in this adventure. to all spells that transmute its form and takes no
damage from any source by thunder.
DDAL00-12d The Devil’s Song by Greg Marks
occurs in Nessus, the ninth layer of the Nine Hells, Lighting. It is dark but for flashes of lightning.
but is easily adapted to any lonely location in the Wind. The howling wind makes it difficult to hear
Nine Hells. anything but the voices of the obelisk.
33
DDAL00-12 Infernal Encounters
As your voices is added to the chorus in Treasure
harmony, one of the mouths yawns wide, until Behind the bar is a box with 6,000 gp in gems, three
it becomes an opening large enough to drive a soul coins, and a potion of supreme healing. The
wagon through. Inside you see an inn. ice devil carries an instrument of the bards (Ollamh
A Rubenesque woman in a red gown of layered harp).
leather stands upon a small stage, purple
feathered wings sprout from her back and a
crown of long twisting horns emerge from her
head.
Playing the Pillars
Here are some suggestions for this encounter:
Inside the Discordant Tower
Combat. This could be a straight up combat if
The inside of the tower is a cozy stage, a bar, and
the characters wish. The devils move to engage
tables with attendant chairs. Phalaerphe waits upon
as quickly as possible, freeing Phalaeraphe to
the stage. She is singing to four barbed devils, two
move about and use her song.
horned devils, and an ice devil.
Exploration. The walls of the inn have various
instruments and music on them. The secret to
another puzzle is easily found here.
Adjusting the Scene Social. Phalaeraphe is vain and easily baited
Here are some suggestions for adjusting this into a singing contest with a bard or other
scene: musically inclined character. She easily offers
soul coins or a magical harp as the prize (see
• Very Weak: Remove one barbed devil and
Treasure).
one horned devil.
• Weak: Remove two barbed devils.
• Strong: Add one horned devil.
• Very Strong: Replace one barbed devil with
two ice devils.
Creature Information
Phalaeraphe is singing a sad song when the
characters enter her lair. If they try to interrupt her
set, she neatly transitions into using her diabolical
song and signals her minions to attack. If they wait
for her to finish, she talks to them.
What Does Phalaeraphe Want? Phalearaphe
wants to sing for adoring crowds and avoid the
violence and spectacle of the Blood War. She seeks
to please Asmodeus in all things so that he keeps
her close and away from the fighting.
What Does Phalaeraphe Know? Phalearaphe
knows most song and musical secrets of the
multiverse. She collects them and gladly trades
favors for rare music or instruments that she does
not possess. She also knows that Galsya and most
erinyes are jealous of the favor Amodeus has shown
her.
34
DDAL00-12 Infernal Encounters
Chapter 5: Creature Statistics
In this chapter you can find stat blocks of all
creatures not found in the Basic Rules.
Evil Mage
Medium humanoid (human), lawful evil
STR DEX CON INT WIS CHA Saving Throws Int +5, Wis +3
14 (+2) 17 (+3) 14 (+2) 13 (+1) 16 (+3) 11 (+0) Skills Arcana +5, History +5
Senses passive Perception 11
Saving Throws Dex +6, Wis +6 Languages Common, Draconic, Dwarvish, Elvish
Skills Perception +6, Stealth +6 Challenge 1 (200 XP)
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren't silvered Spellcasting. The mage is a 4th-level spellcaster. His
Damage Immunities acid, fire, poison spellcasting ability is Intelligence (spell save DC 13, +5 to hit
Condition Immunities poisoned with spell attacks). The mage has the following spells from the
Senses darkvision 120 ft., passive Perception 16 wizard spell list:
Languages Draconic, Infernal telepathy 120 ft. Cantrips (at will): light, mage hand, shocking grasp
Challenge 7 (2,900 XP) 1st level (4 slots): charm person, magic missile
2nd level (3 slots): hold person, misty step
Devil's Sight. Magical darkness doesn’t impede the
abishai’s darkvision.
Actions
Magic Resistance. The abishai has advantage on saving throws
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
against spells and other magical effects.
target. Hit: 3 (1d8 - 1) piercing damage.
Magic Weapons. The abishai’s weapon attacks are magical.
Shadow Stealth. While in dim light or darkness, the abishai can Stat Block Modifications
take the Hide action as a bonus action. This evil mage has the following modifications:
Change its spell list to include:
Actions
Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
Multiattack. The abishai makes three attacks: two with its
scimitar and one with its bite. 1st level (4 slots): false life*, ray of sickness, shield
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 2nd level (3 slots): blindness/deafness, mirror image*, ray of
Hit: 6 (1d6 + 3) slashing damage. enfeeblement
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Precast spells (*): +9 hit points from false life and three mirror
Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage. images; the evil mage has only 3 1st level and 2 2nd level spell
slots remaining
Creeping Darkness (Recharge 6). The abishai casts darkness at
a point within 120 feet of it, requiring no components. Wisdom
is its spellcasting ability for this spell. While the spell persists,
the abishai can move the area of darkness up to 60 feet as a
bonus action.
35
DDAL00-12 Infernal Encounters
Firenewt Warlock of Imix Kobold Dragonshield
(Neidhard) Small humanoid (kobold), lawful evil
Armor Class 15 (Leather, Shield)
Medium humanoid ( firenewt), neutral evil
Hit Points 44 (8d6 + 16)
Armor Class 10 (13 with mage armor)
Speed 20 ft.
Hit Points 33 (6d8 + 6)
Speed 30 ft. STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 8 (-1) 9 (-1) 10 (+0)
STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 9 (−1) 11 (+0) 14 (+2) Skills Perception +1
Senses Darkvision 60 ft., passive Perception 11
Damage Immunities fire
Languages Common, Draconic
Senses darkvision 120 ft. (penetrates magical darkness), passive
Challenge 1 (200 XP)
Perception 10
Languages Draconic, Ignan
Dragon’s Resistance. The kobold has resistance to a type of
Challenge 1 (200 XP) damage based on the color of dragon that invested it with power
(choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6,
Amphibious. The firenewt can breathe air and water. fire (red); 7–8, lightning (blue); 9–10, poison (green).
Innate Spellcasting. The firenewt’s innate spellcasting ability Heart of the Dragon. If the kobold is frightened or paralyzed by
is Charisma. It can innately cast mage armor (self only) at will, an effect that allows a saving throw, it can repeat the save at the
requiring no material components. start of its turn to end the effect on itself and all kobolds within
Spellcasting. The firenewt is a 3rd-level spellcaster. Its 30 feet of it. Any kobold that benefits from this trait (including
spellcasting ability is Charisma (spell save DC 12, +4 to hit with the dragonshield) has advantage on its next attack roll.
spell attacks). It regains its expended spell slots when it finishes Pack Tactics. The kobold has advantage on an attack roll against
a short or long rest. It knows the following warlock spells: a creature if at least one of the kobold’s allies is within 5 feet of
Cantrips (at will): fire bolt, guidance, mage hand, prestidigitation the creature and the ally isn’t incapacitated.
1st-2nd level (2 2nd-level slots): burning hands, flaming sphere, Sunlight Sensitivity. While in sunlight, the kobold has
hellish rebuke, scorching ray disadvantage on attack rolls, as well as on Wisdom (Perception)
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit checks that rely on sight.
points, the firenewt gains 5 temporary hit points.
Actions Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one Multiattack. The kobold makes two melee attacks.
target. Hit: 5 (1d8 + 1) piercing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or
Stat Block Modifications 5 (1d8 + 1) piercing damage if used with two hands to make a
melee attack.
Neidhard uses the statistics of a firenewt warlock of Imix with
the following modifications:
• Neidhard is human instead of a firenewt.
• Neidhard speaks Common instead of Draconic.
• All of his gifts, including the racial abilities of a firenewt, have
been bestowed by Dispater.
• Neidhard wears a cloak of many fashions with the temperate
minor property.
36
DDAL00-12 Infernal Encounters
Kobold Scale Sorcerer
Small humanoid (kobold), lawful evil
Armor Class 15 (Natural Armor)
Hit Points 27 (5d6 + 10)
Speed 30 ft.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
37
DDAL00-12 Infernal Encounters
Phalaeraphe hear the song must succeed on a DC 19 Wisdom saving throw
or be charmed until the song ends. Phalaeraphe must take
Medium fiend (devil), lawful evil a bonus action on its subsequent turns to continue singing.
It can stop singing at any time. The song ends if the harpy is
Armor Class 21 (Natural Armor) incapacitated. Phalaeraphe cannot use another diabolical song
Hit Points 202 (27d8 + 81) while maintaining luring melody.
Speed 30 ft., fly 40 ft.
While charmed by Phalaeraphe, a target is incapacitated. If
the charmed target is more than 5 feet away from Phalaeraphe,
STR DEX CON INT WIS CHA the target must move on its turn toward Phalaeraphe by the
11 (+0) 13 (+1) 16 (+3) 18 (+4) 12 (+1) 20 (+5) most direct route, trying to get within 5 feet. It doesn't avoid
opportunity attacks, but before moving into damaging terrain,
Saving Throws Dex +7, Con +9, Wis +7, Cha +11 such as lava or a pit, and whenever it takes damage from a
Skills Perception +7, Perform +17 source other than Phalaeraphe, the target can repeat the saving
throw. A charmed target can also repeat the saving throw at the
Damage Resistances cold; bludgeoning, piercing, and slashing
end of each of its turns. If the saving throw is successful, the
from nonmagical attacks that aren’t silvered
effect ends on it.
Damage Immunities fire, poison
A target that successfully saves is immune to Phalaeraphe's
Condition Immunities charmed, poisoned
luring melody for the next 24 hours.
Senses darkvision 120 ft., passive Perception 17
Languages Common, Infernal, telepathy 1,000 ft. Summon Choir (1/Day). Phalaeraphe summons 2d4 harpies
or 1d4 banshees. A summoned creature appears in an
Challenge 19 (22,000 XP)
unoccupied space within 60 feet of Phalaeraphe, acts as an ally
of Phalaeraphe, and can’t summon other creatures. It remains
Devil’s Sight. Magical darkness doesn’t impede for 1 minute, until Phalaeraphe dies, or until its summoner
Phalaeraphe’s darkvision. dismisses it as an action.
Innate Spellcasting. Phalaeraphe’s innate spellcasting ability
is Charisma (spell save 19, +11 to hit with spell attacks).
Reactions
Phalaeraphe can innately cast the following spells, requiring no Instinctive Charm. When a creature within 60 feet of
material components: Phalaeraphe makes an attack roll against it, and another
creature is within the attack’s range, the attacker must make
At will: charm person, command
a DC 19 Wisdom saving throw. On a failed save, the attacker
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind must target the creature that is closest to it, not including
Phalaeraphe or itself. If multiple creatures are closest, the
Magic Resistance. Phalaeraphe has advantage on saving throws attacker chooses which one to target. If the saving throw is
against spells and other magical effects. successful, the attacker is immune to Phalaeraphe’s Instinctive
Charm for 24 hours.
Actions
Multiattack. Phalaeraphe uses Diabolical Song. It also Legendary Actions
makes two attacks: one with its longsword and one with its Phalaeraphe can take 3 legendary actions, choosing from
beguiling caress. the options below. Only one legendary action option can be
Longsword. Melee Weapon Attack: +11 to hit, reach 10 ft., used at a time and only at the end of another creature's turn.
one target. Hit: 10 (1d8 + 5) slashing damage plus 33 (6d10) Phalaeraphe regains spent legendary actions at the start
force damage. of its turn.
Beguiling Caress. Melee Spell Attack: +11 to hit, reach 5 ft., one Command. Phalaeraphe casts command.
target. Hit: 44 (8d10) psychic damage. Escape. Phalaeraphe flies up to its speed without provoking
Diabolical Song. The Phalaeraphe targets one or two creatures opportunity attacks.
that it can hear it within 60 feet of it and applies one of the Strike. Phalaeraphe attacks with its longsword.
following effects. Phalaeraphe can’t sing the same song two
rounds in a row. Lair Actions
1. Blinding Refrain. Each target must succeed on a DC 19 When fighting inside its lair, Phalaeraphe can invoke the
Wisdom saving throw or take 26 (4d12) necrotic damage and ambient magic to take lair actions. Phalaeraphe can’t use the
be blinded until the start of Phalaeraphe’s next turn. same effect two rounds in a row. On initiative count 20 (losing
2. Forgetful Tune. Each target must succeed on a DC 19 initiative ties), Phalaeraphe can take one lair action to cause one
Intelligence saving throw or become stunned for 1 minute. A of the following effects:
stunned creature repeats the saving throw at the end of each Biggest Fan. Phalaeraphe chooses an ally to lose 22 (4d10) hit
of its turns, ending the effect on itself on a success. If the points. Phalaeraphe gains hit points equal to the amount the
target is stunned for the full minute, it forgets everything it ally loses.
sensed, experienced, and learned during the last 5 hours.
Off Key. Crashing symbols and blaring horns fill the room. Up
3. Funeral Dirge. Phalaeraphe releases a mournful wail. This
to three creatures that Phalaeraphe chooses within 30 feet
wail has no effect on constructs and undead. All targets
must succeed on a DC 19 Constitution saving throw, taking 21
must make a DC 19 Constitution saving throw. On a failure, a
(6d6) psychic damage on a failed save, or half as much damage
creature drops to 0 hit points. On a success, a creature takes
26 (4d12) psychic damage. on a success.
4. Luring Melody. Phalaeraphe sings a magical melody. Every Quiet the Heckler. Phalaeraphe chooses a 15-foot cube see can
humanoid and giant within 300 feet of Phalaeraphe that can see. This area is blanketed in a silence spell.
38
DDAL00-12 Infernal Encounters
Red Guard Drake White Abashai
Medium dragon, unaligned Medium fiend (devil), lawful evil
Armor Class 14 (Natural Armor) Armor Class 15 (Natural)
Hit Points 52 (7d8 + 21) Hit Points 68 (8d8 + 32)
Speed 30 ft., climb 30 ft. Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 7 (-2) 16 (+3) 11 (+0) 18 (+4) 11 (+0) 12 (+1) 13 (+1)
Actions
Multiattack. The abishai makes two attacks: one with its
longsword and one with its claw.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.
Reactions
Vicious Reprisal. In response to taking damage, the abishai
makes a bite attack against a random creature within 5 feet
of it. If no creature is within reach, the abishai moves up to
half its speed toward an enemy it can see, without provoking
opportunity attacks.
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DDAL00-12 Infernal Encounters