The Dungeon Inn - The Dark Eight and Other Devilish Denizens
The Dungeon Inn - The Dark Eight and Other Devilish Denizens
Introduction
Lead Designer: Drew Sweet
Additional Design: Rowan Roch Chapter 1: The Rules of Hell
Edited by: Brick Bradford, Christopher Pacca, Drew Sweet, Devil’s Bargain Inspiration
Rowan Koch Fiendish Grafts
Layout and Formatting: Drew Sweet
Cover Illustration by: Pablo Puglisi New Infernal War Machines
Interior Illustrations by: Cemarhy Art (“Snikik and the New Infernal War Machine Parts
Bounding Scales”), Igzell Vázquez (Infernal War Machines and Chapter 2: Fiendish Subclasses
the Dark Eight), Rukkiiru (“Circle of Desolation Druid” and Path of Abyssal Fury
“Oath of Hellfire Paladin”).
Graphic Design Credits: ObsidianDawn, virgothedreamer College of Heartbreakers
Circle of Desolation
All un-credited art is either public domain or used under the Oath of Hellfire
Creative Commons (3.0) Commercial Non-Attribution license.
Chapter 3: Devilish Denizens
A special thanks to everyone who supported us and made this The Dark Eight
project a reality! Hunger and Yee-Nee
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, General Bross
Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Snikik
Ravnica and all other Wizards of the Coast product names, and Chapter 4: Locations and Encounters
their respective logos are trademarks of Wizards of the Coast The Maggot Pit
in the USA and other countries. Darkspine
Screamer Crashsite
This work contains material that is copyright Wizards of the
Camp Bloodlust
Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Chapter 5: Monsters
Dungeon Masters Guild. Pain Devil
Creeping Devil
All other original material in this work is copyright 2019 by Baaelzephon
The Dungeon Inn and published under the Community Corin
Content Agreement for Dungeon Masters Guild. Dagos
Furcas
Pearza
Proudly Published by The Dungeon Inn Zaebos
Zapan
Zimimar
Chapter 6: Magic Items
Devil’s Bargain
as well as a host of new weapon, armour and gadget
upgrades. It also provides you with a new way to power
infernal war machines using character hit dice, as an
Inspiration alternative to soul coins.
Infernal Cruiser
The Infernal Cruiser is a slick, speedy war machine which
is less suited for combat than it is for blazing across the
barren wastelands of Avernus. What it sacrifices in
durability it gains in speed, handling and style.
Flame Screamer
The Flame Screamer is the second of Pearza’s vehicular
creations. A flying war machine, Screamers are designed to
Blood Diver soar above demon hordes and rain devastating explosions
The Blood Diver is one of two new breeds of infernal war down upon them. In addition to their soul furnace, they are
machines constructed by Pearza, the Minister of Research granted flight by two supplementary engines containing
of the Dark Eight. Capable of functioning as both a boat imprisoned fire elementals.
and submarine it has been specially designed to resist the
dangerous effects of the River Styx.
Lightning Reel vehicle invisible for 1 minute, or until it or a creature riding
Powered by a contained creature of elemental lightning, it makes an attack.
such as a baby behir, this lure lashes out with a bolt of At the start of every day, roll a d100. On a roll of 95-100,
lightning at nearby vehicles. This prevents them from a 3d4 zombies emerge from cloud and attack all creatures
escaping and deals consistent damage. they can see. On a roll of 1, all creature inside the war
machine are transported into the shadowfell.
Lightning Reel (Requires 1 Crew and Grants Half Cover). Ranged Spell
Attack: +5 to hit, range 90 feet., one target. Hit: 17 (3d10) lightning
damage, and the lure attaches itself to the target. While attached, the Racing Flames
target cannot move further away from the attacking vehicle and takes Streams of flame are drawn in magical paint along the
5 (1d10) lightning damage at the end of each of it’s turns. If the target
attempts to move away while the lure is attached, it can attempt a outside of the infernal war machine, which also sets fire to
DC15 Strength saving throw, freeing itself on a success. The target the external body of the vehicle. The flames surrounding
can only make this saving throw once on each of it’s turns. Activating
the lure while a target is attached to it drags the target up to 20 feet the vehicle are harmless and purely for decoration.
closer to the attacking vehicle. The lure can only have one target An infernal war machine with racing flames has it’s
attached at a time, and using the lure against another target frees the movement speed increased by 5 feet. Once per day it can
first.
benefit from the effects of a demon ichor boost without
needing to consume a vial of demon ichor (you must still
New Armour Upgrades roll on the mishap table).
An infernal war machine can receive one armour upgrade.
The following upgrades are provided in addition to those
listed in Baldur’s Gate: Descent into Avernus.
New Magical Gadgets
Weapons are one thing, but often an infernal war machine
Acidic Coating is given an identity by it’s unique gadgets – the stranger the
better.
The acidic bile of a demon’s stomach acids coat the chassis
of the infernal war machine, pumped from the stomach of a
goristo or balor. Any creature that ends its turn in contact
Fiendish Gatcha
with the outside of the infernal war machine takes 1d6 acid This fun contraption is built into the helm of an infernal
damage. war machine, sitting just above the slot where soul coins
are inserted to power the furnace. Any creature that inserts
a soul coin into the furnace can use it’s action to turn the
Shroud of Shadow
handle of the fiendish gatcha. The mechanism clanks and
A cloud of impenetrable darkness billows around the
shudders as it siphons off a small portion of the expended
infernal war machine like smoke. This darkness is pulled
soul coin’s power to create a random fiendish trinket. The
from the Shadowfell and bound by magic to the vehicle.
trinket is then expelled into a catchment area below the
Ranged weapon attacks have disadvantage on the infernal
coin slot. The dungeon master can roll on the table below
war machine. In addition, a creature at the helm of the
to determine which trinket it creates, or create their own.
infernal mar machine can use it’s action to make the
Fiendish Trinket Table Mechanical Servants
Four tiny servant constructs that live in the war machine
d100 Trinket
have been given life by magic. They have an AC of 12, 10 hit
01-5 The finger of a humanoid wearing an ornate ring of points, a Strength of 10 and a Dexterity of 10. If one is
unknown origin
reduced to zero hit points, it collapses to junk on the floor
6-10 A piece of parchment covered with infernal scrawlings
that appear to be written in blood. When translated, and needs to be rebuilt by the expenditure of 10 gp worth
they read nonsense of materials and 4 hours of work with a relevant tool.
11-15 A tiny statue of a succubus that, when kissed, animates The servants can be verbally commanded as a bonus
and does a seductive dance for 6 seconds before action, and can move up to 25 feet in a turn. They can
becoming inanimate again
perform simple tasks that a human servant could do, such
16-20 A single potted plant only two inches tall. It has black as fetching things, cleaning, mending, folding clothes,
bark covered with veins of blood red. It must be fed
with a single drop of blood every day or it will wither lighting fires, serving food and pouring wine. Once a
and die command is given, the servant performs the task to the
21-25 The head of a wax doll missing it’s left eye best of it’s ability until it completes the task, and then
26-30 A single playing card bearing the face of a grinning waits for it’s next command. A servant ceases to function if
devil. The devil’s eyes always seem to follow you it moves more than 10 feet away from the infernal war
31-35 A tiny silver tooth machine.
36-40 A mechanical flip lighter made of infernal iron
41-45 A vial of blood with unknown origin Instruments of War
These intimidating instruments have been designed to
46-50 A tiny mirror that shows a fiendish version of whoever
is looking into it attach to the external chassis of an infernal war machine
51-55 A music box with a crank. When fully wound plays the and are usually played while the vehicle is moving.
chorus of Highway to Hell by ACDC Examples include a hallowed out horn of a goristro, a
56-60 A tiny bead that is warm to the touch. If thrown to the xylophone carved from the bones of a glabrezu or an
ground it shatters and makes the sound of an explosion enchanted lute than shoots jets of fire and produces a loud,
followed by maniacal laughter
electric sound. A creature that is proficient with the
61-65 A set of painted porcelain devil horns that can be worn
instrument, or has proficiency in the Performance skill, can
66-70 A single ice cube with a bug trapped inside it. The cube use it’s action to play the instrument. Until the start of it’s
never melts.
next turn all allied creatures that can hear the instrument
71-75 Slime the colour of lemure sludge have advantage on Charisma (Intimidation) checks and can
76-80 A set of three bone dice. When all roll a 6, they burst add 1d4 to any attack roll, saving throw or ability check
into flame and the visage of Asmodeus appears before
vanishing. they make.
81-85 A set of black candles that smell like charred flesh when
lit Planar Jumper
86-90 A soul coin empty of all it’s charges Prerequisite: Teleporter
91-95 A tiny, still beating heart The vehicle’s driver can activate this magical device as an
action, causing the vehicle to teleport to an unoccupied
96-100 A kazoo
target destination on another plane of existence. All
creatures and objects in contact with the vehicle are
Ghostly Codex teleported along with it. The device needs 24 hours to
Infernal war machines are occasionally haunted by the recharge before being used again.
souls of dead sentient creatures which make their home in
the vehicles helm. The dungeon master chooses the nature
of the soul trapped in the codex; examples include a smith
who could never depart from his creation, an artificial
Fiendish Grafts
While the secrets detailing how are locked deep within
intelligence created for the purpose of inhabiting the
forbidden libraries and other locations of dark knowledge,
vehicle or a creature forever bound to haunt the vehicle
it is possible for mortal races to augment their physical
forever as punishment for an unfit crime. The soul usually
form with body parts harvested from fiends. These
has no physical form and lives inside the machine itself,
mutations are known as fiendish grafts, and are some of
but can exert a minor influence over things within the
the most dangerous and taboo rituals in the multiverse.
vehicle (such as knocking objects off shelves, causing the
Nonetheless many creatures seek out this forbidden power
engine to make noise or resisting the directions of the
to enhance their own strength or demonstrate their
driver) and is aware of everything that happens inside.
dedication to their fiendish patron. Some unfortunate
As an action, by expending 1 charge of a soul coin while
creatures, however, are unwilling victims who were used as
at the helm of the infernal war machine, the soul of the
tools in diabolical experiments, or were cursed with a graft
creature can be temporarily given form as a ghost for 1
as a part of a devilish contract.
hour. The dungeon master determines it’s alignment,
A fiendish graft, like a magic item, is something that the
personality and what it knows. The characters can ask it
dungeon master bestows to players during play. A devil may
questions, but it knows only what it knew in life, and may
offer the character an infernal arm in exchange for a
decline to answer them. Alternatively, they can cast the
favour, or the party may uncover a book of forbidden
augury spell instead of summoning the ghost, which acts
knowledge containing instructions on how to perform a
as the target of the spell instead.
graft.
A creature’s body usually tries to reject a fiendish graft
as the unholy nature of the body part places great physical
stress on the host. When a creature attains a fiendish
graft, they gain a level of exhaustion and must
succeed on a DC 15 Constitution saving throw or fall
unconscious for 1d8 hours. If they fail the saving throw by
5 or more, the graft fails and both body parts are lost.
A creature can only have a number of fiendish grafts
equal to their Constitution modifier. Attempting to exceed
this number results in a failed graft and the death of the
target creature, as their body becomes overwhelmed by
unbearable trauma inflicted upon it.
Devil’s Eye
This eye’s sclera is blood red, with both the iris and pupil
being an indistinguishable inky black. In darkness, the
pupil gives off a red glow like burning coals.
You gain darkvision to 60 feet, and magical darkness
doesn’t impede your vision for this distance.
If you have both of your eyes replaced with devil’s eyes,
your darkvision range and sight through magical darkness
increases to 120 feet.
Infernal Stinger
This dark red tail is curved and poised like a scorpion’s,
with a large bulbous stinger on the end. The stinger
functions as a natural weapon with which you can make
unarmed strikes. If you hit with it, you deal piercing
damage equal to 1d6 + your Strength modifier, and the
target must make a DC13 Constitution saving throw. On a
failure it takes an additional 2d6 poison damage.
Abyssal Proboscis
Your mouth is replaced with a long, piercing proboscis that
extends up to two feet from your face. You cannot speak or
eat solid food, and must find other ways to communicate
and source nutrition.
As an action you can attack a creature with your
proboscis, piercing the creature’s flesh and draining its life
force. The proboscis is a natural weapon that you are
proficient with and uses your Strength modifier for attack
and damage rolls. When you hit with it, you deal piercing
damage equal to 2d6 + your Strength modifier plus an
additional 2d6 necrotic damage.
Once per day, you can spend 10 minutes draining the life
force from a deceased creature that is not undead, reducing
its body to an empty husk. Doing so grants you temporary
hit points equal to your level and provides you with enough
nourishment to sustain you for 1 day.
Chapter 2
Fiendish Subclasses
This chapter details four new subclasses for players to use: Fiendish Constitution. You have resistance to poison
the College of Heartbreakers for the bard, the Circle of damage, and have advantage on saving throws against
Desolation for the druid and Oath of Hellfire for the being poisoned. If you are poisoned when you enter your
paladin. While these subclasses have been designed with rage, the effect is suspended for the duration of the rage.
the Nine Hells and Baldur’s Gate: Descent into Avernus in Fiendish Vision. You gain a darkvision of 60 ft. If you
mind, they can be used in any campaign. already have darkvision, its range increases by 30ft.
Quasit Invisibility. As a reaction to taking damage, you
Path of Abyssal Fury can instantly turn invisible. You remain invisible until the
end of your next turn or until you make an attack. Once
The bloodlust and fury harboured by the demons of the you use this feature, you cannot do so until you finish a
Abyss is unmatched in all the planes. A barbarian who has short rest.
chosen the Path of Abyssal Fury has chosen to sacrifice
Savage Leap. While raging, your maximum long jump
their humanity to channel the dark and destructive power
distance is 30 feet and your maximum high jump distance
that only demons offer.
is 20 feet when you have a running start.
A barbarian belonging to this path may resent or
Spider Climb. You can climb difficult surfaces, including
embrace their powers. Many cultists choose to embark
on walls and ceilings, without need to make an ability
upon this dark path of their own volition, while others may
check. You can also cast the web spell once between long
have it forced upon them by a curse or diabolical
rests without expending a spell slot.
experiment. There are even cases of demons possessing
Vrock Wings. You grow a pair of feathered wings that
mortal creatures from an early age, lying dormant within
allow you to glide. You can use your reaction to reduce any
their consciousness and urging them to give into anger and
fall damage you take to 0.
grant them control, waiting for that moment when they can
Wretched Stink. While you are raging, when a creature
begin to sow chaos and discord.
ends its turn within 10 feet of you it must succeed on a
Constitution saving throw or take 1d6 poison damage.
Path of Abyssal Fury Features Once a creature succeeds against this saving throw, it
Barbarian Level Features becomes immune to the effects of your Wretched Stink for
3rd Abyssal Influence, Demonic Gifts 1 hour.
This damage increases to 1d8 at 5th level, 1d10 at 10th
6th Demonic Resistance (Third Demonic Gift)
level and 1d12 at 20th level.
10th Resilience of the Abyss (Fourth Demonic Gift)
14th Greater Demonic Gifts Demonic Resistance
Starting at 6th level, you have resistance to cold, fire and
Abyssal Influence lightning damage while you are raging.
At 3rd level, the influence of your demonic curse begins to
manifest. You learn to speak and write Abyssal. Resilience of the Abyss
Your body has been subject to the horrible influence of the
Demonic Gifts Abyss for so long it has has adapted to withstand even the
Starting at 3rd level, you can channel the dark influence of most dire conditions of that plane. Starting at 10th level,
the Abyss to warp your physical form. At 3rd level, you gain you suffer no negative effects from having one level of
two of the demonic gift options below. You gain one exhaustion (you suffer from subsequent levels of
additional demonic gift at 6th and 10th level. If a gift’s effect exhaustion as normal). Additionally, your exposure to the
requires a creature to make a saving throw, the DC equals horrors of the Abyss gives you advantage on saving throws
8 + your proficiency bonus + your Constitution modifier. against being frightened.
You can change one demonic gift you posses for another
whenever you finish a long rest. Greater Demonic Gifts
Demonic Weapons. You grow fiendish natural weapons. At 14th level, your despicable transformations become
They can be anything from a set of claws or a spiked tail to more potent. You can choose to change one of your
a tentacle or hooves etc. Regardless of its form, these Demonic Gifts whenever you finish a short rest. In
natural weapons can be used as unarmed strikes. On a hit, addition, you can choose to gain one of the following
the natural weapon deals 1d8 + your Strength modifier Greater Demonic Gifts. You can change which Greater
damage. You can choose whether it does bludgeoning, Demonic Gift you possess whenever you finish a long rest.
piercing or slashing damage, dependent on what form it Balor’s Wings. You gain a fly speed equal to your walking
takes. speed.
Additionally, when you use your Reckless Attack feature, Fire Aura. While you are raging, when hostile a creature
your demonic weapons score a critical hit on a roll of 19 or ends its turn within 10 feet of you, it must make a
20. Dexterity saving throw, taking 3d6 fire damage on a failure,
Cloak of Darkness. You can take the Hide action as a or half as much on a success.
bonus action while in dim light or darkness. Greater Fiendish Sight. You gain truesight to 30 feet
while raging.
Toxic Aura. You can emit poisonous spores or gas from enchantment spell of 1st level of higher that you are
your altered form. As an action, all creatures within 10ft of concentrating on. The effect of that charm or spell
you must make a Constitution saving throw. On a failure, immediately ends on that creature, and it takes psychic
they take 2d10 poison damage and are poisoned for 1 damage equal to the result of your bardic inspiration die +
minute. At the end of each of their turns, they can repeat your bard level + your Charisma modifier. You then gain
the saving throw, ending the condition on a success. On a temporary hit points equal to the damage dealt.
successful save, a creature takes half as much damage and
isn’t poisoned. Pursuasive Words
As of 6th level, you can communicate telepathically with all
College of Heartbreakers creatures charmed by you regardless of distance, so long as
you are on the same plane of existence.
Bard’s belonging the College of Heartbreakers know better In addition, when a creature attempts to re-make a save
than most the fickle nature of the mortal heart. It is said against a charm effect or enchantment spell of 1st level or
that long ago curious incubus and succubus made their higher that you cast, you can attempt to exert your
way to the material plane, using their fiendish charm and persuasive influence over them. As a reaction, you can
powers of seduction to bend smitten mortals to their will. make a Charisma (Persuasion) or Charisma (Deception)
Soon enough avaricious mortals saw an opportunity to check contested by the targets Wisdom (Insight) check. On
learn from the fiends and, from there, the College of a success, the creature has disadvantage on the saving
Heartbreakers was founded. It’s members seek to benefit throw. Once you use this feature, you cannot do so again
from playing the strings of the human heart, usually with until you finish a short or long rest.
little care for their victims emotional, or physical well being.
Members of this college like to keep their affiliation a Anything You Want Me To Be
secret, for if the game is known – the game is lost. These
Starting at 14th level, you have become an expert at
bards are charming schemers and masters of seduction
reading the desires of the heart and can mould your
who prey on the innocent and vulnerable. However, given
appearance to suit the exact preferences of those around
the chance, even those who know better can be taken in by you. You can cast the alter self spell at will.
their honeyed words and good looks. They do not always Additionally, as an action, you can force a creature you
ignite desire, often a heart can be tempted equally by can see within 60 feet of you to make a Wisdom saving
promise of companionship or opportunity. But one can be throw against your spell save DC. On a failure you learn
assured that as soon as the bard has gotten what they what physical form would most appeal to that creature, as
wanted they disappear, leaving only a trail of broken hearts well as how to behave to best court their favour. This gives
behind them. you advantage on all Charisma checks against them for the
next 24 hours. If the target succeeds the save they are
College of Heartbreakers Features immune to this ability for the next 24 hours.
Heartbreak
At 3rd level, you can use your callous magic to emotionally
wound creatures infatuated with you. As a bonus action,
you can expend one use of your bardic inspiration. Choose
one creature charmed by you or under the effects of an
Also as an action, you can touch an already deceased
creature or plant and reduce it to dust. When you do so,
you gain temporary hit points equal to your druid level. You
must complete a short or long rest before you can gain
temporary hit points from this feature again.
The damage of your blighted touch increases as you gain
levels in this class: to 2d8 at 5th level, 3d8 at 11th level and
4d8 at 17th level.
Plague Swarm
Your hunger to devour all life allows you to transform into a
consuming, insectoid swarm. When you choose this circle
at 2nd level, you can use your Wild Shape feature to
transform into a Swarm of Insects (you ignore the Max. CR
column of the Beast Shapes table, but still abide by the
other limitations there). When you are in this form, your hit
points equal 4 times your druid level or the average hit
points of the swarm, whichever is higher. In addition, as a
reaction to being hit by an attack, you can use your Wild
Shape to immediately transform into a Swarm of Insects.
Aura of Decay
When you reach 6th level, rot and destruction follow you
wherever you go. As a bonus action, you can conjure an
aura of decay in a 20-foot radius centred on you that moves
with you for 1 minute. All natural plants and terrain that
enter your aura wither and die, allowing you to move
Circle of Desolation through them without being slowed or taking damage from
them if they had spines, thorns, or a similar hazard.
Death is just another part of life. Druids belonging to the
In addition, hostile creatures cannot regain hit points
Circle of Desolation exemplify this philosophy, believing
while in your aura, and must succeed on a Constitution
that all things must end and that the natural world is
saving throw at the start of each of their turns or take
doomed to fall to ruin. These druids thrive where life does
necrotic damage equal to your Wisdom modifier.
not, in planes of barren wasteland, blight-filled forests or
Once you use this feature, you cannot do so again until
plague-ridden countries. Where suffering, struggle and
you finish a short or long rest.
death of the natural world can be found, a Circle of
Desolation druid is sure to be nearby.
These druids are often seen as the harbingers of Presence of Pestilence
misfortune and are shunned by other druids, who view Starting at 10th level, sickness and infection have bound
them as abominations and the antithesis of everything a themselves to your very essence. You no longer need to food
druid is supposed to represent. Circle of Desolation druids or drink to survive and are immune to disease and poison.
do not bring death however, they simply follow it. They have You can also cast the detect poison and disease spell at-will
an uncanny sense for when it is time for something to without expending a spell slot.
perish, and move to follow the trail of decay as it snakes its In addition, as an action, you can touch one piece of food
way across the land. On occasion they are known to aid in or drink and poison it for 1 hour. A creature that consumes
this process, usually in circumstances where some other the food or drink in that time must succeed on a
force is acting to prevent what they believe to be the Constitution saving throw against your spell save DC or
natural and rightful decay of the world. become poisoned and afflicted by one of the following
additional effects of your choice:
Circle of Desolation Features • While poisoned, the creature takes 1d4 poison damage
Druid Level Features at the end of each of it’s turns.
1st Blighted Touch, Plague Swarm • While poisoned, the creature’s movement speed is
6th Aura of Decay reduced to 0.
Cantrum’s Legacy
Cantrum was the ninth member and revered leader of the
Dark Eight who was assassinated under mysterious
circumstances. History remembers him as not only one of
the greatest tactical minds of the Blood War, but also one of
the most feared and powerful generals in the entire
multiverse.
Cantrum was personally appointed by Asmodeus to lead
the Blood War when it became clear that the conflict
Symbols of the War replace them. If the offer is declined (which it rarely is) the
Heroism isn’t something that is typically associated with fiend is quickly eliminated to cover the evidence. Once a
fiends of the Nine Hells, who scorn virtue and condemn deal is made the promoted fiend is stripped of everything
altruism. But the Dark Eight represent something as close that made them unique and individual. They are broken
to virtue as you can find in the hells. They do not seek down into their barest essence and then reborn in a new
promotion or rulership, and tend to avoid the petty political body identical to the deceased member of the Eight. The
games of the plane. They are only interested in power, glory memories and experiences of the general and the newly-
on the battlefield and the eradication of the demon threat. promoted devil merge to form a single, new consciousness.
Many who believe in the tale of Asmodeus’ trial see the The result is a devil who looks identical to the deceased
Dark Eight as the first barrier standing between them and general, and who possesses their abilities and memories,
oblivion in the face of the demonic hordes. They have but is still a functionally distinct being. By this scheme the
dedicated their lives to defending the multiverse from Dark Eight are able to maintain the illusion of immortality
destruction – what could be more heroic than that? before their troops, while still evolving and adapting to new
Going to war under the leadership of one of the Dark developments in the war.
Eight is one of the greatest honours a lesser devil can Furcas and Zapan are the only two generals to have
achieve, and often puts them in good stead for promotion never perished throughout the entire history of the Blood
as the Eight reward strength and cunning over political War. For Furcas, this is because of his obsession with living
tact. While the Lords of the Nine are careful with their at all costs, while Zapan makes sure to keep a wide breadth
promotions so as to avoid empowering rivals who would of the front lines of the war at all times.
seek to topple them, the Eight are eternal and readily
promote any fiend who proves themselves on the battlefield.
That is not to say that the Eight shun the politics of the
Snikik
Long ago the gnome god Garl Glittergold stole a portion of
hells, however. They still wield power enough to rival
Tiamut’s treasure out from under her nose. To retrieve it
archdevils and influence to get what they want, when they
she sent Kurtulmak, the patron god of kobolds, a cunning
want it. An archdevil that lacks the support of the Dark
but not particularly wise deity. By enticing Kurtulmak to
Eight will quickly find unrest in their ranks and avenues to
anger, Garl was able to trap him in a series of impossibly
new power closed. Zariel is the current victim of the Eight’s
convoluted catacombs and then sealed the exits. To this
political bullying. Bel, the previous ruler of Avernus, had a
day, Kurtulmak remains trapped in those tunnels, vowing
strong relationship with the Dark Eight and they did not
to one day return and take his vengeance on all of gnome-
take well to him being spontaneously disposed in favour of
kind.
a traitorous angel. The Eight are another challenge the new
duchess of Avernus must face in her road to conquest. Snikik is a Kobold Scale Sorcerer currently in charge of
a group of roaming kobolds who call themselves the Order
of the Bounding Scales (more because it sounds
Same Name, Different Devil
authoritative than any understanding of what an order
The Dark Eight are infamous throughout the multiverse as
actually is). The Order was originally created to find a way
immortal beings who thrive on warfare and bloodshed.
to free Kurtulmak, but in the many years that have elapsed
They have stood at the helm of the Blood War since it’s
since his imprisonment these kobolds have all but forgotten
inception and will continue to fight in the war until the day
their founding purpose. They are now nothing more than
it ends. But, with two notable exceptions, the Eight devils
band of roaming bandits.
that live today are not the same Eight that were appointed
Snikik is a prideful but cowardly leader who wormed his
by Cantrum all those years ago. Their immortality is a
way into leadership by taking advantage of others’
facade constructed by Zimimar, a necessary deceit to
misfortune and claiming credit for others’ successes.
maintain the illusion of unity and strength among the
Recently, he has set his mind on asserting himself as a
Hells’ greatest generals.
warlord of the Avernus wasteland, challenging the other
If a member of the Dark Eight ever dies on the battlefield
warlords to wars for the rights to their territory. It was one
a suitable devil from their ranks, usually one of their high
such challenge that lead him into conflict with
commanders or confidants, is immediately promoted to
to a location in order to devour all life in it. During her
travels she hopes to uncover a way to free Crokek’toeck,
Yeenoghu’s pet, who will help her reduce Avernus to a truly
lifeless waste.
Yee-Nee, Hunger’s second in command, is a Gnoll Fang
of Yeenoghu whose mind was injured during the demon
lord’s assault on Avernus. This has rendered him dumb
and even less capable of rational thought than the average
gnoll, but also more savage. He listens only to Hunger,
whom he still recognises as superior, but quickly attacks
any other creature he views as a source of food. The only
reason Hunger keeps him around is because he can
summon more gnolls to replace those who perish, ensuring
that the warband survives,
The Maggot Pit at the pit. If they are simply exploring, Akthox sees an
opportunity and offers to show them around the pit as a
When the characters arrive at this location, read or ‘tour’ (“we don’t get a lot of visitors to this stinking place”,
paraphrase the following boxed text to the players: “it would be my pleasure to do something other than goad
around these incompetent fools”). His goal, however, is to
A spiralling vortex of black cloud and flame breaks through the red get the characters close enough to the edge of the pit to
Avernus sky, descending into a massive rift in the earth that yawns push them in and let the maggots devour them. If the
open like a hungry jaw. This fissure is at least a mile across and characters want to meet with Zaebos, Akthox refuses
filled to the brim with writhing, screaming white maggots that unless they possess a letter of introduction, and even then
wallow in a filthy gray sludge. Three raised walkways, fashioned he does so begrudgingly (many devils have been demoted
for interrupting Zaebos in the midst of her work).
from infernal iron, sit above the pit that leads to a large pyramid in
If a creature is pushed into the pit, their soul
it’s centre. Devils holding long nets walk along the walkways in
immediately begins to be devoured by the white maggots. A
patrols, scooping up misshapen masses of the gray ooze.
creature that starts it’s turn in the pit must make a DC 14
Several stone strongholds dot the perimeter of the pit, with Charisma saving throw. On a failure it takes 10 (2d10)
numerous large carts with cages attached moving between the necrotic damage, or half as much on a success.
buildings, each carrying a dozen moaning lemures as cargo.
The Maggot Pit is where the souls of the dammed come to The Harvesting Strongholds
be transformed into lemures. The souls are pulled by the The strongholds are sturdy stone buildings that were built
vortex from elsewhere in the planes into Avernus, where long ago using petrified souls from the pit. Their twisted
they are slowly and painfully consumed by the white and anguished faces are forever trapped in its walls. The
maggots inside the pit, and stripped of any purity or good walls surrounding them are 20 feet high, have an AC of 20
they may have had. The maggots then excrete what and 40 hit points. Each stronghold is home to one bone
remains of the soul as a noxious gray waste that they then devil, 1d4 barbed devils and 3d6 pain devils. Half of the
wallow gleefully in. Some of that waste is strong enough to pain devils are out on patrol over the pit.
maintain it’s form, which cries out in lamentation and The strongholds themselves hold nothing of value and
agony at it’s situation, until it is eventually scooped out by are simply used as a barracks for the devils who man the
the pain devils that patrol the shores. pit. They are also a storage area and processing site for the
The large iron building in the center of the pit belong to lemures.
Zaebos, the Minister of Promotions of the Dark Eight. While
Weapons litter the ground as you emerge over a small rise to see a
still smoking crash site. The vehicle is clearly supposed to fly, with
one wing being blown completely off and the rest heavily damaged.
Three wounded devils are seated in a makeshift hut fashioned with
loose scrap from the vehicle.
The first thing you notice is the silence. The area surrounding the
camp is barren of all life and movement for several miles. There is
no roaring of engines, no curious devils swooping through the air.
But soon enough that silence gives way to the cacophonous sound
of hundreds of voices shouting. The echoing boom of explosions
rip through the air, which noticeably rises in temperature. In the
distance you can see hundreds of red, brown and purple tents set
up in a regimented, organized fashion. Countless devils of all sizes
move between the tents with rigorous haste. To the west of the
camp you can see a legion of devils arriving in a perfectly square
formation. To the east a slightly less organized and significantly
smaller legion of devils return from the front lines.
Developments
If the characters have the shipment of weapons for
Baaelzephon (see Chapter 5 for more details), the general
meets with them and eagerly thanks them for their service
to the Blood War. Impressed by their spunk and dedication
to delivering the weapons, she offers the characters the
chance to fight in the Blood War. Alternatively, if they’re not
interested in being on the front lines, she offers them a
chance to serve her as informants while on Avernus. In
exchange for their loyalty Baaelzephon can offer each
character a single magic item of very rare value or less,
however they must first sign a contract with her. The
contract is convoluted, but a creature that can speak
Infernal can attempt to find flaws and loopholes
Baaelzephon has left in it by making a DC20 Intelligence
(Investigation) check. If they succeed, they notice that the
contract states that Baaelzephon will have claim to half of
any treasure they find, as well as any magic items she
deems useful to the Blood War. If called out on this clause,
Baaelzephon attempts to dismiss it as a formality, stating
that the characters can easily request to keep any items
they believe they would make good use of. If the character’s
turn her down and still expect a reward, in an act of
generosity she offers to enchant one weapon belonging to
each character with one of the following three benefits:
• The weapon deals an additional 1d6 fire damage on a
hit.
• The weapon gains an additional +1 bonus to it’s attack
and damage rolls (to a maximum of +3).
• The weapon has advantage on attack rolls against
demons.
Chapter 5
New Monsters
This chapter contains a number of new monsters for you to
use in your campaign, focusing on the Nine Hells and the
Blood War. Some of these stat blocks are adapted from
earlier editions of the game, while others are existing
monsters given form for the first time or entirely new
creations.
Pain Devil
These sadistic torturers wear a heavy metal or leather
mask over their faces, leaving only their blood red eyes
visible. They usually wear intimidating, spiked armour
covered in dried blood and wield weapons like daggers,
flails and other painful instruments.
Pain devils, true to their name, revel in the pleasure that
comes from others pain. They gleefully punish devils and
other creatures that break hells’ laws or scheme against
their superiors. A pain devil’s malevolent cruelty is so
potent that it permeates in an aura around them.
Creatures that come close to a pain devil feel painful cuts
begin to manifest on their bodies, and find that the pain
devil knows just where to hit them to elicit the greatest
amount of pain.
Creeping Devil
These devils exclusively make up Furcas’ legion, known of
the Creeping Cadre. They start off very physically weak,
but for every creature they kill they grow in power until
they become a towing threat that looms over the battlefield.
When in their weakest form, creeping devils look like a
sickly and malnourished devil with ebony skin. As they
strengthen, however, they grow hideous long claws, their
teeth lengthen, and muscles form. At their strongest they
become huge, muscular hulks the opposite of what they
started at. But they can only reach this form by
successfully killing a powerful demon like a Balor, and so
few every reach this final stage.
The Dark Eight spear driving itself into the heart of said assassin. The
sphere's added awareness makes it nigh on impossible to
Below the rank of archdevil but above that of pit fiends, the catch Baaelzephon by surprise.
Dark Eight are devilish generals charged with leading the
Blood War on behalf of all the Nine Hells of Baator. They The Stygian Champions
are oddities in the infernal hierarchy, occupying a unique When Baalzephon is not behind her desk or out making
position between ordinary pit fiends and fully-fledged deals, she leads a legion of fiends from the fifth layer of
archdevils that makes them the envy of many lesser fiends. hell, known as the Stygian Champions. These devils are
While their positions may technically be lesser than the always very well equipped with the best weapons and
Lords of the Nine, their role on the plane is no less armour available. They are trained to harvest the remains
important and their influence is considerable. Each general of their fallen foes after combat to either sell to black-
oversees a crucial aspect of the Blood War and commands market dealers or to forge into weapons of their own.
a personalised legion of fiends from one of the top Eight
layers of hell.
Corin
Corin is a dangerous anomaly in the Eight; a force of chaos
Baaelzephon and change and possibly the most unpredictable devil in all
Tens of thousands of devils fight and die in the Blood War the Nine Hells. He can change his shape at will, disguising
every day in locations scattered across the multiverse. It is himself as everything from angels to demons, a unique skill
Baaelzephon’s job as the Master of Supply to ensure that among devils that he puts to excellent use as the
every single one is well-equipped to skewer demons by the Spymaster of the Dark Eight. He carefully infiltrates enemy
dozen. It is a monumental task and one she does not take ranks to sow discord and distrust among the troops, or to
lightly. She knows that if she slips up and a single legion steal valuable information to aid the devil’s cause. He is
goes into battle with inadequate weaponry, it could be all known to disappear for months at a time while deep
the demons need to gain the upper hand in that arm of the undercover, often without warning, but through unknown
war. As such, she is a meticulous planner who spends means he still manages to run his network of spies from
much of her time behind a desk running numbers, making within enemy ranks. In one of his most famous missions he
sure that every dagger and coin is accounted for. Her skill returned from a six month deployment within the Abyss
at trade and diplomacy is infamous in the Nine Hells and with information on the planned movements of the
she is at the centre of a continuously changing web of demonic hordes spanning the next decade. Before this
deals, trade alliances and other political manoeuvrings. time, the devils believed the demon’s attack patterns to be
Baaelzephon is a master of the art of the deal who never random, owing to their lack of leadership and cohesion.
gets anything less than what she wants out of any given However, Corin’s accurate predictions of the assaults
exchange. Unlike many others of her kind, she does not proved not only that the demons possess some level of
make deals founded on fear or bullying. Instead, she makes forethought and planning, but also cemented Corin’s worth
the other party an offer they cannot refuse. As the Master as an invaluable source of intelligence for the devils.
of Supply she has many unique trade connections that Corin is as fickle as fire, flipping between melancholic
provide her access to gifts that other beings would, and do, brooding and a rage worthy of Baphomet with little notice.
sell their souls for. She has little use for a holy artefact His fellow generals describe his behaviour as that of an
forged atop Mount Celestia that falls into her possession. ‘impetuous child’, constantly pushing the boundaries of his
But such a weapon is worth a great deal to angels, who lawful nature and displaying very little control over his
may provide her with enough weapons to arm a dozen emotions and actions. However, this is all nothing more
legions in exchange for it’s safe return. than a ruse the Spymaster uses to trick his opponents.
Baaelzephon possesses a magical item known as the Could a devil who has no control over their emotions hide
Sphere of Midas. This autonomous floating orb, made of amongst angels for months on end? In fact, Corin has such
pure gold, circles her at all times and acts as a secondary masterful control over not only his physical appearance,
sensor, perceiving and reacting to the environment around but his emotional and mental state, that no one knows
the fiend. Baaelzephon can change the shape and hardness where his facade begins and ends.
of the liquid metal at will. One moment it may be a shield
defending from an assassin’s blade, and the next it is a The Serpentine Order
Corin’s pattern of individualism and isolation has caught
The Stygian Champions up to him in recent years. His personal legion, the
If you choose to use the Stygian Champions as a part of your
campaign and expect the players to come face-to-face with them, Serpentine Order, defected and betrayed him in favour of
use this guide to determine which magic items they posses: Levistus, Lord of the Fifth, a little over three centuries ago.
For every devil in the encounter, roll a d10. On a result of 1-4 the
fiend possesses one uncommon magic item, on a result of 5-6 they A small legion of expert spies who specialised in infiltrating
possess one rare magic item, on a result of 7-8 they possess a very demonic forces, Corin neglected to win their continued
rare magic item, and on a result of 9-10 you must roll again twice on
this table, the fiend gaining multiple magic items (this result can be loyalty with promises of promotion and further rewards.
rolled more than once, the fiend gaining more magic items as After their defection the Spymaster retreated into obscurity.
appropriate). The magic items can be chosen by you, or can be rolled
randomly using the treasure tables in the Dungeon Master’s Guide. He stopped attending meetings of the Dark Eight at
Always remember to recalculate the Challenge Rating of the devils Malsheem in person and provides only scant reports
using the Create a Monster section of the Dungeon Master’s Guide through a combination of illusions and telepathy. The
before building an encounter involving them, and update their stat
blocks to reflect their new abilities. Some magic items can make Serpentine Order now works exclusively for Levistus, who
even low-CR devils significantly more challenging for the players. has made excellent use of their infiltration skills for his
You must also consider the possibility that the players could defeat
the devils and claim the magic items for their own, so be cautious own benefit., revelling in the irony of sending them to spy
when giving the devils magic items you would not want the players on Pearza in particular.
to have. No member of the Stygian Champions should have a magic
item of legendary rarity or an artifact, as such weapons are usually
held by Baalzephon in her treasury so as to not risk losing them on
the battlefield.
Dagos
Dagos is a true general in every sense of the title. He has
Furcas
won more victories on the battlefield than the rest of the Furcas is one of only two surviving members of the original
Eight combined. As the Strategist of the Dark Eight he Dark Eight, and for good reason. Baator’s Minister of
wields an unparalleled mind for tactical warfare. He follows Mortal Relations is terrified of true death and has done
orders to the letter and expects absolute obedience from his everything in his power to ensure that he will never perish
subordinates, not hesitating to ruthlessly demote those He became the first devil to ever successfully unlock the
who displease him. secrets of undeath.
Dagos is notoriously distrustful, even by devil standards. Like many of his kind, Furcas can discern a creature’s
Devils who work in close proximity to him have their minds innermost fears and desires at a glance. However, unlike
and bodies systematically broken through physical and Baaelzephon, who uses this information to tempt others
psychological torture, usually reserved for captured enemy into deals, Furcas warps the creatures fears and
forces, because Dagos views everyone he meets as an insecurities until they see danger in their own shadow. He
enemy. Once they are damaged beyond repair by his turns best friends into sworn enemies and brave knights
methods, Dagos rebuilds them from the ground up as a into paranoid husks of their former selves. To Furcas, fear
loyal soliders, unable to fathom betraying their leader. Only is the universal motivator. Some creatures may be greedy,
in this way is Dagos able to command such unerring other vengeful, but all fear something and Furcas will use
loyalty from his troops. that knowledge to goad creatures into soul-binding deals.
Dagos believes wholeheartedly in the cause of the Blood Furcas knows fear in others so well because he is,
War and hates demons more than anything else in the himself, crippled by it. Early on in his career as a general
multiverse. He wears his accomplishments with pride, he was killed by Demogorgon, the Prince of the Abyss, in
adorning himself with the claws, fangs and scales of great an epic clash. His body was destroyed and his soul cast
demons he has killed as emblems of his victories. His back into the maggot pits of Avernus. While he recovered
weapon is an arcane machine gun that is fuelled by demon and quickly returned to his former position, all the pain,
ichor, capable of launching destructive waves that shame and torment of being reborn a failure was nothing
annihilate droves of demons at a time. compared to being faced with the oblivion of non-existance.
Ever since, Furcas has dedicated himself to the pursuit of
The Few true immortality. He has uncovered ancient secrets of
undeath from the days of before the Blood War and, if
Dagos accepts only the highest quality of soldiers into his
treacherous rumours are to be believed, from Orcus
personal ranks. These fiends, known as The Few, are
himself. Many in the hells doubt he can even be called a
hurled deep into the Abyss without weapons or supplies
fiend any more, believing he has given up so much of his
and are expected to not only survive, but to find a means of
nature that he has become a true undead.
escape within a set time frame. A vast majority of devils
Furcas has been known to frequently volunteer to be a
subjected to this test perish. Many (particularly
part of Mephistopheles’ dangerous experiments with arcane
Baaelzephon) have criticised Dagos, claiming his methods
firepower, simply to test himself and his body to ensure he
waste good blood that would be better utilised fighting in
can survive no matter what horrors the Blood War throws
the war itself. But no one can deny the effectiveness of The
at him. In one memorable instance, the Lord of the Eighth
Few who survive. They are the highest ranking and most
unleashed the full brunt of his armoury on Furcas, only for
elite legion of devils fighting the Blood War today, who are
Furcas to emerge unharmed from a melted wasteland,
called in only for the most crucial of missions.
wearing nothing but a malicious grin.