378310-Hellturel 20191030 Update SM
378310-Hellturel 20191030 Update SM
Hellturel
An
expansion
for
Baldur’s
Gate:
Descent
into
Avernus
Designer:
James
Introcaso
Cartography:
Meshon
Cantrill
and
Wizards
of
the
Coast
Speical
Thanks:
Chris
Lindsay
and
Adam
Lee
Art:
Publisher’s
Choice
Quality
Stock
Art
©
Rick
Hershey
/
Fat
Goblin
Games
and
Wizards
of
the
Coast
Disclaimer:
James
Introcaso
is
not
responsible
for
any
burns,
poisonings,
ichor
baths,
moral
quandaries,
or
ill-‐made
devil
deals
that
occur
to
your
characters.
You’re
cool
with
that,
right?
Of
course
you
are.
Now
just
sign
here
and
kiss
the
lemure…
Introduction
High
above
the
River
Styx,
Elturel
experiences
place
now
serves
as
a
meeting
place
for
the
catastrophe.
Undead,
fiends,
and
cultists
prowl
cultists
of
Zariel.
the
streets
as
the
city’s
citizens
wait
to
have
their
• Appendix
A:
Monster
&
NPC
Statistics.
fates
sealed
in
the
waters
of
the
river.
Though
Statistics
for
creatures
used
in
the
locations
many
of
Elturel’s
citizens
are
dead
or
damned,
not
found
in
the
Monster
Manual.
the
characters
can
still
save
thousands
if
they
• Appendix
B:
Magic
Items.
Descriptions
for
find
a
way
to
free
the
city!
magic
items
found
in
the
locations
not
found
in
Hellturel
provides
four
new
adventure
the
Dungeon
Master’s
Guide.
locations
you
can
add
to
the
fallen
city
of
Elturel
detailed
in
chapter
2
of
Baldur’s
Gate:
Descent
into
Avernus.
These
new
locations
hold
challenges,
rewards,
and
expand
the
city’s
story
for
characters
who
want
to
further
defend
Elturel
from
the
evil
of
Avernus.
The
characters
can
visit
one
or
more
of
these
locations
as
they
explore
the
city
upon
their
arrival
or
if
they
return
to
Elturel
while
adventuring
in
Avernus.
Each
location
is
marked
on
the
map
of
Elturel
Using
the
Locations
included
in
this
introduction.
The
locations
To
use
the
locations
in
Hellturel,
you
need
the
contain
challenges
appropriate
for
characters
of
D&D
fifth
edition
core
rulebooks:
Player’s
levels
5
and
6,
which
you
should
feel
free
to
Handbook,
Dungeon
Master’s
Guide,
and
Monster
adjust
as
necessary.
Manual.
You
also
need
a
copy
of
Baldur’s
Gate:
Descent
into
Avernus,
though
with
adjustment,
Overview
you
could
use
these
locations
as
part
of
another
adventure.
You
may
also
want
to
add
encounters
This
supplement
has
the
following
sections:
from
the
DM’s
Guild
Adepts
product,
Encounters
in
Avernus,
which
contains
an
entire
chapter
• Chapter
1:
A
Pair
of
Black
Antlers.
This
devoted
to
new
encounters
in
Elturel.
famous
tavern
in
Elturel
was
once
the
The
Monster
Manual
contains
stat
blocks
for
unofficial
headquarters
of
the
Order
of
the
most
of
the
creatures
found
in
this
product.
All
Gauntlet.
The
forces
of
Baphomet
have
been
the
necessary
stat
blocks
are
included
there
or
in
trapped
inside
by
devils,
but
a
holy
avenger
appendix
A.
When
a
creature’s
name
appears
in
hidden
within
could
be
a
great
boon
to
the
bold
type,
that’s
a
visual
cue
for
you
to
look
up
characters.
the
creature’s
stat
block
in
the
Monster
Manual,
• Chapter
2:
Helm’s
Shieldhall.
This
temple
of
unless
the
text
instead
refers
you
to
the
monster
Helm
doubles
as
a
fortress.
A
resistance
led
by
appendix
in
this
book.
a
warrior
named
Ontharr
Frume
stays
here,
Spells
and
equipment
mentioned
in
the
text
battling
devils.
are
described
in
the
Player’s
Handbook.
Magic
• Chapter
3:
Dragoneye
Dock
House.
Elturel’s
items
are
described
in
the
Dungeon
Master’s
dock
house,
formerly
on
the
River
Chointhar,
Guide,
unless
the
adventure’s
text
directs
you
to
hides
special
weapons
made
to
combat
fiends.
an
item’s
description
in
appendix
B.
Too
bad
a
vengeful
undead
warlock
now
occupies
it.
Text
that
appears
in
a
box
like
this
is
meant
to
be
• Chapter
4:
Owlbear
Butcher
Shop.
Once
a
read
aloud
or
paraphrased
for
the
players
when
butcher
shop
run
by
a
retired
adventurer,
this
their
characters
first
arrive
at
a
location
or
under
a
specific
circumstance,
as
described
in
the
text.
HELLTUREL
2
Descriptive
Bullet
Points
and
each
has
AC
15,
18
hit
points,
and
immunity
to
poison
and
psychic
damage.
A
successful
DC
This
product
uses
descriptive
bullet
points
to
15
Dexterity
check
made
with
thieves’
tools
help
DMs
parse
information
the
first
time
the
picks
a
door’s
lock,
and
a
successful
DC
18
players
enter
a
new
area.
Strength
(Athletics)
check
forces
a
locked
door
open.
• Text
that
is
in
italics
like
this
can
be
read
aloud
or
paraphrased
to
the
players.
Occupants
of
Buildings
in
Elturel
• (Text
in
parentheses
like
this
contains
d20
Occupants
information
that
is
likely
hidden
from
the
1–9
None
characters
when
they
first
enter
the
area.)
10–18
1d12
citizens
of
Elturel
(commoners)
19
1d4
+
1
cult
fanatics
of
Zariel
20
1d3
sleeping
vampire
spawn
Abbreviations
Citizens
of
Elturel
The
following
abbreviations
appear
in
this
book:
Citizens
of
Elturel
are
hostile
toward
characters
that
enter
their
residences
uninvited.
The
• AC
=
Armor
Class
citizens
demand
the
characters
leave,
and
if
the
• DC
=
Difficulty
Class
characters
refuse,
the
citizens
attack.
A
• XP
=
experience
points
successful
DC
10
Charisma
(Persuasion)
check
• pp
=
platinum
piece(s)
convinces
a
citizen
the
characters
mean
no
harm
• gp
=
gold
piece(s)
and
the
citizens
allow
the
characters
to
stay
in
• sp
=
silver
piece(s)
the
residence.
• cp
=
copper
piece(s)
• NPC
=
nonplayer
character
Cult
Fanatics
• DM
=
Dungeon
Master
The
cult
fanatics
are
praying
to
Zariel
when
the
characters
enter.
If
the
fanatics
notice
the
Map
of
Elturel
characters,
they
preach
the
word
of
Zariel
to
them,
offering
shelter
if
the
characters
agree
to
The
map
of
Elturel
in
this
product
shows
each
join
the
cult.
location.
If
the
characters
refuse
to
join
the
cult,
the
fanatics
continue
to
preach
to
them.
A
successful
• The
location
marked
“A”
is
A
Pair
of
Black
DC
13
Charisma
(Intimidation)
check
scares
the
Antlers
(see
chapter
1).
fanatics
off.
If
the
characters
attack
the
cult
• The
location
marked
“M”
is
Helm’s
Shieldhall
fanatics
or
any
of
their
allies,
the
fanatics
fight
(see
chapter
2).
until
half
their
number
fall
then
flee.
• The
location
marked
“Y”
is
Dragoneye
Dock
If
the
characters
agree
to
join
the
cult,
they
are
House
(see
chapter
3).
told
to
see
Lora
Zurag
at
the
shrine
to
Zariel
in
• The
location
marked
“O”
is
Owlbear
Butcher
Owlbear
Butcher
Shop
(see
chapter
4).
Shop
(see
chapter
4).
Vampire
Spawn
Unlabeled
Buildings
Spurnyte
Mal,
an
undead
warlock
staying
in
the
Dragoneye
Dock
House
(see
chapter
3),
created
If
the
characters
explore
a
building
not
labeled
these
vampire
spawn.
A
successful
DC
13
group
on
the
Elturel
map
or
detailed
in
Baldur’s
Gate:
Dexterity
(Stealth)
check
moves
through
the
Descent
into
Avernus,
roll
on
the
Occupants
of
building
without
waking
any
of
the
vampire
Buildings
in
Elturel
table
to
determine
the
spawn.
If
the
vampire
spawn
wake
and
notice
building’s
occupants.
the
characters,
they
attack.
Each
vampire
spawn
When
the
characters
try
to
enter
one
of
these
fights
until
reduced
to
10
hit
points
then
flees.
buildings,
there
is
a
50
percent
chance
the
door
is
locked.
The
doors
to
these
buildings
are
wood
HELLTUREL
3
HELLTUREL
4
HELLTUREL
5
HELLTUREL
6
• Reeking
humanoid
bodies
with
bloody
mazes Sucho
carved
into
their
chests
litter
the
floor
of
this Sucho
the
barlgura
follows
Corowek
around
like
room. a
faithful
hound
and
is
willing
to
die
defending
• A
minotaur
wearing
black
plate
armor
that
has or
avenging
the
minotaur.
attached
two
black
antlers
to
his
horns
with
bloody
sinew
sits
on
a
mound
of
devil
corpses
at Treasure
the
center
of
the
room. Beneath
Corowek’s
mound
of
chain
devil
corpses,
• A
snarling
barlgura
demon
with
blood-‐ the
minotaur
hides
a
holy
avenger
he
found
in
spattered
orange
fur
stands
beside
the
seated Ontharr
Frume’s
room
(area
A8)
and
a
sack
minotaur. containing
two
carnelians
(50
gp
each),
a
silver
chalice
decorated
with
blue
quartz
(100
gp),
453
Corowek
cp,
231
sp,
and
56
gp.
Corowek
gives
the
The
minotaur
is
Corowek,
the
leader
of
the
characters
the
sword
if
they
agree
to
help
his
Abyssal
forces
in
the
tavern
and
a
favored
forces
escape
Elturel.
champion
of
Baphomet.
He
has
the
statistic
of
a
minotaur
with
the
following
changes:
A3.
Kitchen
• Corowek
wears
plate
armor,
which
makes
his
Minotaurs
and
demons
ransacked
the
kitchen.
AC
18.
• Corowek
has
107
hit
points
and
his • Cutlery,
broken
plates,
smashed
glasses,
and
Intelligence
score
is
12. food
waste
cover
the
floor.
• Corowek
can
speak,
read,
and
write
Abyssal • All
the
kitchen’s
shelves,
cabinets,
stoves,
and
and
Common. ovens
on
the
walls
are
empty.
• A
barlgura
lets
out
a
loud,
pungent
belch
as
it
Corowek
is
a
proud
and
savage
warrior
who
guzzles
a
barrel
of
warm
brine
labeled
abhors
sanctity
and
law.
The
lieutenant
of
“PICKLES.”
Baphomet
values
one
attribute
in
others:
• (Jaspo,
an
invisible
quasit,
sleeps
in
a
half-‐
prowess
in
battle.
empty
mug
of
ale
on
the
ground.)
Corowek
idolizes
Baphomet.
In
an
effort
to
look
more
like
his
master,
Corowek
stole
the
tavern’s
namesake
antlers
(see
“Empty
Plaque”
Barlgura
in
area
A1)
and
tied
them
to
his
horns
using
the
The
hungry
barlgura
attacks
characters
without
sinew
of
devils.
a
servant
of
Baphomet
escorting
them.
The
If
the
characters
are
not
escorted
by
servants
demon
fights
until
destroyed
or
until
Jaspo
of
Baphomet,
Corowek
attacks
them,
fighting
to
intervenes
(see
“Jaspo”).
the
death.
If
the
characters
are
escorted
by
servants
of
Baphomet
who
vouch
for
the
Jaspo
characters’
prowess
in
battle,
Corowek
proposes
Any
loud
noise,
such
as
combat,
wakes
up
Jaspo.
an
agreement.
The
quasit
is
sneaky,
cowardly,
and
desperate
The
minotaur
knows
spined
devil
soldiers
of
for
escape
from
Elturel.
Zariel
encircle
the
tavern,
waiting
for
the
If
the
characters
are
battling
the
barlgura,
Jaspo
minotaurs
and
demons
to
make
a
move.
seizes
opportunity.
While
remaining
invisible,
it
Corowek’s
force
is
too
small
to
take
on
Zariel’s
asks
the
characters
if
they’d
be
willing
to
help
the
minions,
but
with
the
characters’
help
the
servants
of
Baphomet
leave
Elturel.
If
the
soldiers
of
Baphomet
stand
a
chance.
If
the
characters
agree,
Jaspo
becomes
visible,
characters
agree
to
help
Corowek’s
force
escape
convinces
the
barlgura
to
stop
attacking,
and
Elturel
(see
“Leaving
the
Tavern”),
Corowek
escorts
the
characters
to
area
A2
so
they
can
meet
offers
the
characters
a
magic
sword
“most
with
Corowek.
During
the
meeting
with
Corowek,
powerful
and
foul
with
holy
light”
that
he
found
Jaspo
attests
to
the
characters’
in
the
tavern
(see
“Treasure”).
HELLTUREL
7
prowess
in
battle
(whether
it
witnessed
any
or
the
Gauntlet.
See
“Treasure”
below
for
the
not).
contents
of
the
room.
If
the
characters
attack
Jaspo,
the
quasit
flees.
If
a
creature
does
not
finish
reciting
the
prayer
on
the
door
1
minute
or
sooner
before
entering
A4.
Privy
the
tunnel
from
this
area,
the
tunnel
collapses.
Creatures
in
the
tunnel
when
it
collapses
must
This
privy
is
ignored
by
the
demons
in
favor
of
make
a
DC
13
Dexterity
saving
throw,
taking
22
the
floor.
(4d10)
bludgeoning
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
• The
privy
is
filled
with
dim
red
light
and
smells
Creatures
reduced
to
0
hit
points
by
this
damage
of
sulfur
and
volcanic
gas.
are
killed
in
the
collapse.
Creatures
with
hit
• The
privy
has
an
18-‐inch-‐diameter
opening
that
points
remaining
manage
to
make
it
back
into
leads
20
feet
down
to
lava.
the
tavern’s
cellar
before
the
tunnel
completely
collapses.
The
collapsed
tunnel
is
impassable
Lava
without
magic
or
several
days
of
work
clearing
Creatures
and
objects
that
move
into
the
lava
or
rubble.
start
their
turns
in
it
take
22
(4d10)
fire
damage.
Treasure.
There
is
a
silvered
version
of
every
weapon
and
fifty
silvered
pieces
of
every
kind
of
A5.
Cellar
ammunition
found
in
chapter
5,
“Equipment,”
in
the
Player’s
Handbook
on
the
walls
of
the
Minotaurs
and
demons
consumed
the
food
chamber
behind
the
secret
door.
stored
here.
Debris
from
broken
crates
and
A
character
looking
at
the
weapons
notices
barrels
covers
the
ground.
that
there
are
two
greataxes.
A
successful
DC
11
Intelligence
(Investigation)
reveals
one
greataxe
Secret
Door
is
actually
a
disguised
musket
(see
“Firearms”
in
A
successful
DC
20
Intelligence
(Investigation)
chapter
9
of
the
Dungeon
Master’s
Guide).
The
check
notices
the
outline
of
a
secret
door
in
the
thick
blades
used
to
disguise
the
musket
are
shape
of
a
raised
gauntlet,
like
Torm’s
holy
hollow
and
hold
50
silver
bullets
and
enough
symbol,
hidden
behind
a
tattered
banner
of
the
powder
for
as
many
shots.
Order
of
the
Gauntlet.
A
creature
that
has
been
made
aware
of
the
secret
door
by
Ontharr
Frume
(see
chapter
2)
can
find
it
without
needing
to
make
a
check.
A
detect
magic
spell
reveals
that
the
door
radiates
an
aura
of
evocation
magic.
Written
on
the
inside
of
the
door
is
a
prayer
to
Torm
carved
in
Celestial
that
the
characters
notice
when
the
door
is
opened.
The
prayer
reads:
A6.
Empty
Room
“For
those
with
good
hearts,
speak
my
word.
The
rooms
previously
rented
to
the
tavern’s
The
path
of
Torm
defends
the
weak,
patrons
were
torn
apart
by
the
minotaurs
and
And
gives
justice
to
those
who
seek.
demons.
But
if
this
promise
stays
unspoken,
Then
the
righteous
path
is
broken.
So
speak
my
word
for
all
to
hear,
A7.
Minotaur
Room
And
your
heart
and
mind
stay
clear.”
This
ruined
room
is
occupied
by
a
minotaur
that
The
long
underground
hall
behind
the
secret
attacks
the
characters
and
fights
to
the
death
if
door
leads
to
a
simple
8-‐foot-‐square
stone
they
are
not
escorted
by
servants
of
Baphomet.
If
chamber
decorated
with
a
banner
of
the
Order
of
combat
breaks
out
in
this
room,
it
attracts
the
attention
of
all
the
other
minotaurs
on
this
floor.
HELLTUREL
8
A8.
Ontharr
Frume’s
Room
bloodstained
pouch
that
contains
a
potion
of
diminution
and
a
potion
of
growth.
Ontharr
Frume
had
a
special
room
in
the
tavern.
A9.
Lephit
Ezim’s
Room
• Snores
come
from
a
horned
vrock
sleeping
on
a
torn-‐up
mattress
that
sits
on
the
splinters
of
a
This
ruined
room
has
contains
a
hiding
mage.
broken
bed
frame.
• A
marble
altar
carved
with
Torm’s
gauntleted
• The
floor
is
covered
in
broken
furniture
and
holy
symbol
is
cracked
in
half
near
the
north
debris
except
for
a
curious
6-‐foot-‐long,
2-‐foot-‐
wall.
wide
cleared
area
next
to
the
bed.
• An
overturned
oak
desk
sits
near
a
mess
of
• A
coil
of
hempen
rope
and
small
pouch
are
next
scattered
books
and
papers
against
the
east
to
the
cleared
area
near
the
ruined
bed.
wall.
• (Lephit
Ezim,
a
female
Mulan
human
in
her
twenties,
watches
from
an
extradimensional
Altar
space
created
by
a
rope
trick
spell
with
an
If
a
character
examines
both
halves
of
the
altar,
entrance
8
feet
in
the
air
above
a
ruined
bed.)
they
notice
a
message
carved
in
Celestial
beneath
the
symbol
of
Torm.
The
message
reads,
Lephit
Ezim
“Torm’s
word
leads
the
way
from
the
cellar
of
Lephit
Ezim
is
a
citizen
of
Elturel
who
stayed
in
our
souls
to
the
highest
of
his
halls.”
This
is
a
the
tavern
after
burning
down
her
home
in
an
reminder
and
clue
about
the
secret
door
in
the
attempt
to
research
a
new
spell.
The
accident-‐
tavern’s
cellar
(area
A5).
prone
wizard
is
curious
and
reckless,
especially
when
it
comes
to
magic.
Bed
Lephit
has
the
statistics
of
a
mage
with
the
Ontharr
Frume
kept
a
loose
floorboard
beneath
following
changes:
his
bed
where
he
stored
his
treasure.
If
the
bed
is
• Lephit’s
alignment
is
chaotic
good.
moved,
a
successful
DC
12
Wisdom
(Perception)
• Lephit
has
the
rope
trick
spell
prepared
check
notices
the
loose
board.
While
Ontharr
instead
of
the
misty
step
spell
and
has
used
one
Frume’s
treasure
was
found
and
taken
by
of
her
2nd
level
spell
slots.
Corowek
(see
area
A2),
Ungla
stores
new
• Lephit
can
read,
speak,
and
write
Abyssal,
treasure
in
the
floor
(see
“Treasure”).
Celestial,
Common,
and
Draconic.
Ungla
Lephit
retreats
to
her
extradimensional
space
Ungla
the
vrock
is
sleeping.
A
successful
DC
15
when
the
characters
come
into
the
room,
but
she
Dexterity
(Stealth)
check
allows
a
character
to
pokes
her
head
out
to
glance
at
them.
A
passive
move
by
the
demon
without
waking
it.
If
Ungla
Wisdom
(Perception)
score
of
14
or
higher
wakes
and
notices
characters
not
escorted
by
a
notices
Lephit’s
upside
down
head
momentarily
servant
of
Baphomet,
it
fights
until
destroyed.
If
appear
in
thin
air.
If
the
characters
are
not
combat
breaks
out
in
this
room,
it
attracts
the
escorted
by
any
fiends,
minotaurs,
or
undead
attention
of
all
the
minotaurs
in
areas
A7.
and
do
not
look
like
cultists
of
Zariel,
Lephit
lowers
down
her
rope
and
invites
them
to
join
Treasure
her
in
her
extradimensional
space.
The
papers
and
books
are
mostly
destroyed,
but
Lephit
tells
the
characters
she
evacuated
to
a
successful
DC
15
Intelligence
(Investigation)
Helm’s
Shieldhall
(see
chapter
2)
when
Elturel
check
made
to
search
through
the
pile
finds
two
was
pulled
into
Avernus,
but
returned
to
the
scrolls
of
protection
(one
for
fiends
and
the
other
tavern
when
she
realized
she
left
her
spellbook
for
undead).
behind.
She
got
trapped
in
the
tavern
when
the
The
area
beneath
the
loose
floorboard
(see
forces
of
Baphomet
arrived,
and
uses
the
rope
“Bed”)
holds
five
pounds
of
venison
jerky
and
a
trick
spell
to
hide
whenever
a
minotaur
or
HELLTUREL
9
demon
enters
her
room.
She
asks
the
characters
out
of
the
reach
of
melee
weapons.
When
a
to
escort
her
back
to
Helm’s
Shieldhall.
If
the
devil
runs
out
of
tail
spines,
it
engages
its
characters
agree,
she
tells
them
about
the
secret
enemies
in
melee.
The
forces
of
Baphomet
tunnel
under
the
tavern,
where
it
leads,
and
how
fight
until
destroyed,
climbing
and
leaping
off
to
avoid
collapsing
it
(see
area
A5).
Ontharr
buildings
and
hurling
anything
they
can
Frume
told
Lephit
about
the
tunnel’s
secrets
(including
each
other)
at
their
foes.
If
the
after
she
found
it
and
started
asking
questions.
forces
of
Baphomet
win,
they
thank
the
If
the
characters
attack
Lephit,
she
flees.
characters
and
run
off.
• Street
with
Tyligillus.
The
spined
devils
do
Pouch
not
attack
if
the
characters
exit
the
tavern
with
The
pouch
contains
powdered
corn
extract
and
a
Tyligillus.
If
the
characters
made
a
deal
with
twisted
loop
of
parchment.
Wizard
characters
the
Tyligillus
and
destroyed
the
forces
of
who
have
the
rope
trick
spell
in
their
spellbooks
Baphomet,
all
the
devils
take
their
leave
of
the
or
who
succeed
on
a
DC
12
Intelligence
(Arcana)
characters,
warning
them
to
get
inside
and
check
know
these
items
are
the
material
wait
for
the
River
Styx
to
take
them.
components
for
the
rope
trick
spell.
Rope
A
successful
DC
12
Intelligence
(Investigation)
check
finds
one
end
of
the
42-‐foot-‐long
rope
is
frayed
as
if
hastily
cut.
Treasure
In
addition
to
her
equipment,
Lephit
Ezim
carries
her
spellbook,
which
contains
all
the
spells
she
has
prepared.
HELLTUREL
10
HELLTUREL
11
• Only
a
fraction
of
the
Hellriders
are
in
Helm’s
Shieldhall
Features
Shieldhall
protecting
the
one
hundred
or
so
Helm’s
Shieldhall
has
the
following
features:
citizens
who
managed
to
make
it
to
the
temple
before
the
forces
of
Zariel
arrived.
• Helm’s
Shieldhall
is
a
three-‐story
structure,
• Ontharr
Frume
leads
the
people
in
Helm’s
each
level
20
feet
higher
than
the
one
below
it.
Shieldhall.
He
took
some
Hellriders
with
him
Unless
otherwise
noted
in
an
area’s
to
defend
the
hold
(area
M20),
where
the
description,
rooms
are
15
feet
high,
with
8-‐
defenseless
citizens
of
Elturel
who
made
it
to
foot-‐high
doorways
connecting
them.
the
shieldhall
are
staying.
• Climbing
the
outside
walls
of
the
shieldhall
• The
only
way
to
get
to
the
hold
is
by
way
of
a
without
equipment
requires
a
successful
DC
15
secret
stair
in
the
priest’s
study
on
the
third
Strength
(Athletics)
check.
floor.
• The
walls
and
doors
of
the
shieldhall
are
made
• The
devils
and
undead
surrounded
Helm’s
of
stone.
Doors
have
AC
17,
27
hit
points,
and
Shieldhall
after
the
city
was
pulled
into
immunity
to
poison
and
psychic
damage.
If
a
Avernus,
preventing
people
from
getting
into
door
in
the
shieldhall
is
locked,
a
successful
DC
or
leaving
the
building.
15
Dexterity
check
with
thieves’
tools
picks
its
• The
Hellriders
in
the
building
struck
back
at
lock,
and
a
successful
DC
20
Strength
Zariel’s
minions
from
the
walls,
and
a
days-‐ (Athletics)
check
forces
the
door
open.
Ontharr
long
battle
began.
Frume
(see
area
M19)
holds
a
master
key
to
• The
gates
held
until
a
few
hours
ago
when
the
the
locked
doors.
devils
teleported
an
infernal
war
machine
into
• The
shieldhall’s
windows
are
latched
from
the
city
and
used
it
to
break
through
the
gates.
within
and
swing
outward
on
iron
hinges.
A
The
machine
then
crashed
into
the
temple,
successful
DC
15
Dexterity
check
with
thieves’
breaking
open
the
front
doors
and
creating
a
tools
opens
a
window
from
the
outside.
Small
smoldering
wreck.
creatures
must
squeeze
to
get
through
a
• A
bone
devil
led
the
charge
through
the
gates
window.
Medium
and
larger
creatures
cannot
ordering
everyone
in
the
shieldhall
be
killed
as
fit
through
the
windows.
it
pressed
towards
the
hold.
• Areas
of
the
shieldhall
are
brightly
lit
by
continual
flame
spells
cast
on
wall
sconces.
HELLTUREL
12
HELLTUREL
13
HELLTUREL
14
HELLTUREL
15
• A
fresco
of
two
gauntleted
hands
clasped
• The
sounds
of
battle
and
cries
for
help
come
together,
one
branded
with
the
watchful
eye
of
from
echo
from
other
rooms
down
the
hall.
Helm,
is
painted
on
the
ceiling.
• (Uxalorix,
a
barbed
devil,
waits
by
the
east
• (A
trail
of
blood
on
the
floor
leads
to
area
M9).
stairs.)
Ghouls
Uxalorix
Eight
ghouls
were
part
of
the
initial
incursion
Uxalorix
watches
the
hall.
If
the
fiend
notices
the
into
the
temple
led
by
Yaltezzicma.
If
they
notice
characters,
the
barbed
devil
attacks
and
calls
the
characters,
they
attack.
out,
a
signal
to
the
specters
waiting
in
the
meeting
room
(area
M11)
to
join
the
battle.
Trail
of
Blood
A
successful
DC
15
Wisdom
(Survival)
check
M11.
Meeting
Room
reveals
that
whatever
was
bleeding
dragged
itself
into
the
kitchen.
The
Hellriders
use
the
meeting
room
in
Helm’s
Shieldhall
for
private
discussions.
M9.
Kitchen
• A
15-‐foot-‐long
stone
table
is
set
with
eight
The
temple’s
kitchen
has
so
far
been
untouched
cushioned
chairs.
by
the
forces
of
Zariel.
• A
map
of
the
city
of
Elturel
hangs
on
the
wall.
• (Four
specters
hide
in
this
room.)
• The
smell
of
burning
meat
from
one
of
the
kitchen’s
wall
ovens
fills
the
room.
Map
• Shelves
on
the
walls
are
stocked
with
food.
A
character
who
studies
the
map
notices
a
• A
blood
trail
leads
from
the
door
to
behind
five
tunnel
beneath
a
tavern
called
A
Pair
of
Black
500-‐pound
water
barrels.
Antlers
leads
to
a
secret
chamber
(see
chapter
1).
• (A
wounded
Hellrider
named
Usni
Lao
hides
behind
the
barrels.)
Specters
Four
specters
are
waiting
for
Uxalorix
(see
area
Usni
Lao
M10)
to
call
for
them.
If
they
notice
the
Usni
Lao
(lawful
good
female
Shou
human
characters,
they
attack.
knight
with
10
hit
points
remaining)
is
the
wounded
quartermaster
of
the
Hellriders.
She
is
M12.
Hellrider
Room
fastidious,
practical,
and
a
battle-‐hardened
warrior
in
her
forties.
If
the
characters
find
her,
Most
of
the
Hellriders
in
the
city
have
residences
she
begs
for
help.
elsewhere
in
Elturel,
but
a
few
stay
in
Helm’s
If
the
characters
heal
Usni,
she
gives
them
her
Shieldhall
to
maintain
the
temple.
Each
room
has
key
to
the
armory
(area
M7)
as
thanks
and
tells
a
bed,
a
small
chest
for
clothes,
a
small
table,
a
them
they
can
take
whatever
they
like
as
long
as
chair,
and
a
stand
for
armor.
they
help
the
defend
Helm’s
Shieldhall.
When
the
characters
enter
one
of
these
rooms,
roll
a
d10.
On
a
result
of
1
to
6,
the
room
has
no
M10.
Second
Floor
Hall
occupants.
On
a
result
of
7
to
10,
there
is
a
dead
Hellrider
in
the
room.
The
second-‐floor
hall
contains
the
following
features:
M13.
Triad
Shrine
• The
remains
of
Hellriders,
devils,
and
undead
The
Hellriders
have
a
shrine
to
three
gods
are
all
over
the
hall.
known
as
the
Triad:
Tyr,
the
god
of
justice;
Torm,
• Blood
spatter,
burns,
and
scratches
cover
the
the
god
of
courage
and
self-‐sacrifice;
and
Ilmater,
floor,
ceiling,
and
walls.
the
god
of
endurance
in
the
face
of
suffering.
HELLTUREL
16
• A
Hellrider
yells
in
defiant
rage
as
he
battles
barbells
contains
the
fire.
A
creature
that
moves
two
wraiths
with
long
claws
made
of
wispy
into
or
starts
its
turn
in
the
fire
takes
11
(2d10)
black
shadow.
fire
damage.
• Three
stone
altars,
each
carved
with
the
symbol
of
a
god
of
the
Triad,
are
placed
in
alcoves
in
the
Hellriders
walls.
Lesheda
Kalwat
(lawful
good
human
female
• Woven
straw
prayer
mats
lie
on
the
floor.
Calishite
human
knight)
is
a
Hellrider
in
her
fifties
and
her
twin
sons,
Dalmed
and
Farrio
Altar
to
Torm
(lawful
good
male
Calishite
human
scouts),
are
The
altar
of
Torm
has
a
secret
drawer
hidden
in
in
their
twenties.
Each
Hellrider
is
restrained
by
the
side
of
the
altar
that
faces
the
wall.
A
a
chain
animated
by
the
chain
devil’s
Animate
successful
DC
13
Wisdom
(Perception)
check
Chains
feature
10
feet
above
the
fire.
The
chains
notices
the
drawer
(see
“Treasure”).
held
gym
equipment
that
was
taken
down
to
fuel
the
fire
(see
“Bonfire”).
Relizzinor
stops
the
Raemon
Iscara
chains
from
harming
the
Hellriders.
If
Raemon
Iscara
(lawful
good
male
Turami
Relizzinor
is
forcing
Lesheda
to
choose
which
human
knight
with
30
hit
points
remaining)
of
her
sons
gets
to
die
while
the
other
lives
(see
notices
the
characters,
he
asks
them
for
help.
“Relizzinor”).
She
has
made
no
decision
and
each
Raemon
is
in
his
thirties
and
the
caretaker
of
of
her
sons
shouts
that
he
should
be
the
one
to
the
shrine.
He
is
pious,
humorless,
and
quick
to
die
so
the
other
lives.
If
any
of
the
Hellriders
anger.
If
the
characters
rescue
him,
he
thanks
notice
the
characters
they
stay
quiet,
hoping
the
them
with
the
potion
hidden
in
the
secret
characters
are
there
to
help.
drawer
in
the
altar
to
Torm
(see
“Treasure”).
Relizzinor
Wraiths
Relizzinor
the
chain
devil
delights
in
torturing
Two
wraiths
are
winning
their
battle
against
and
playing
games
with
mortals.
When
the
Raemon.
If
the
characters
enter
this
room,
one
of
characters
enter,
the
fiend
asks
Lesheda
to
pick
the
wraiths
attacks
the
characters
while
the
one
of
her
sons
to
die,
promising
to
free
the
other
continues
to
fight
Raemon.
other
or
kill
both
if
she
does
not
choose.
If
the
characters
remain
unnoticed
by
the
devil
and
Treasure
Hellriders
and
do
not
intervene,
1
minute
after
The
secret
drawer
inside
the
altar
to
Torm
they
enter
this
room,
Lesheda
chooses
Dalmed,
and
Relizzinor
drops
Dalmed
into
the
fire
(see
contains
an
elixir
of
health.
“Bonfire”).
If
Relizzinor
notices
the
characters,
the
devil
M14.
Gymnasium
screams
in
rage,
drops
all
three
of
the
Hellriders
into
the
fire
then
attacks.
The
Hellriders
train
for
battle
in
a
gymnasium.
• A
thin
chain
devil
cackles
with
wild
glee
as
three
M15.
Third
Floor
Hall
humans
hang
from
chains
attached
to
the
ceiling
above
an
enormous
bonfire
made
from
The
remains
of
priests
of
Helm,
devils,
and
gymnasium
equipment.
undead
lay
in
this
hall.
• Several
barbells
and
weights
are
placed
around
the
fire
to
keep
it
contained.
M16.
Priests’
Quarters
Bonfire
The
door
to
this
room
is
locked
(see
“Shieldhall
The
bonfire
is
made
from
straw
practice
Features”).
A
successful
DC
15
Charisma
dummies
and
wooden
equipment
that
was
(Persuasion)
check
convinces
Nara
Kosk
to
open
hanging
from
the
ceiling.
The
ring
of
weights
and
the
door
from
the
other
side
(see
“Nara
Kosk”).
HELLTUREL
17
The
priests
of
Helm
sleep
in
this
room
that
Treasure
overlooks
the
city.
It
contains
the
following
A
successful
DC
15
Intelligence
(Investigation)
features:
check
made
to
search
the
desk
finds
a
hidden
drawer
built
into
the
underside
of
the
desk.
The
• Eight
beds,
each
near
an
end
table
and
a
drawer
holds
a
spell
scroll
of
revivify.
Darro’s
footlocker,
stand
in
two
rows
of
four.
corpse
holds
a
single
bead
from
a
necklace
of
• (Nara
Kosk
cowers
behind
a
bed
at
the
back
of
fireballs
(see
“Corpse”).
the
room.)
HELLTUREL
18
of
15,
and
immunity
to
psychic,
poison,
and
fire
commoners
and
one
hundred
children
damage.
These
doors
are
barred
from
the
inside
(noncombatants).
These
citizens
of
Elturel
wait
and
can
be
forced
opened
with
a
successful
DC
in
the
hold
for
someone
to
take
back
their
city.
23
Strength
check.
The
ceiling
of
the
hold
is
20
feet
high.
A
detect
magic
spell
reveals
that
the
doors
radiate
auras
of
evocation
magic.
Whenever
a
creature
that
has
not
signed
the
Elturel
Creed
Development
Resolute
touches
or
attacks
the
doors,
the
doors
If
the
characters
kill
Yaltezzicma,
they
give
the
unleash
a
wave
of
radiant
energy.
Each
creature
Hellriders
enough
time
to
secure
the
shieldhall’s
with
10
feet
of
the
doors
in
area
M19
must
make
defenses.
The
grateful
people
of
the
Helm’s
a
DC
15
Dexterity
saving
throw,
taking
16
(3d10)
Shieldhall
offer
the
temple
as
a
place
to
rest
radiant
damage
on
a
failed
save,
or
half
as
much
whenever
the
characters
need
it
and
allow
the
damage
on
a
successful
one.
A
dispel
magic
spell
characters
to
take
any
items
from
the
armory
suppresses
the
door’s
magic
for
1
hour.
(area
M7).
With
Helm’s
Shieldhall
secure
more
The
citizens
of
Elturel
in
the
hold
(area
M20)
citizens
of
Elturel
and
Hellriders
travel
to
the
unbar
and
open
the
door
for
Ontharr
Frume
or
complex
for
protection.
any
Hellrider.
Ontharr
Frume
(or
a
Hellrider
if
he
dies),
offers
the
characters
the
following
information:
Hellriders
• Ontharr
is
a
member
of
the
Order
of
the
Two
Hellrider
knights
attack
the
bearded
devils
Gauntlet
and
the
unofficial
leader
of
the
and
help
the
characters
battle
Yaltezzicma
once
shieldhall.
their
enemies
fall.
• Ontharr
keeps
a
room
in
a
tavern
called
A
Pair
of
Black
Antlers.
He
kept
a
fallen
comrade’s
Ontharr
Frume
holy
avenger
beneath
the
floorboards
under
Ontharr
(lawful
good
male
Illuskan
human
war
his
bed
in
his
room
(see
chapter
1).
He
left
the
priest
in
appendix
A)
is
a
member
of
the
Order
item
behind
when
he
fled
to
the
shieldhall,
but
of
the
Gauntlet
who
sometimes
aids
the
the
sword
could
be
a
powerful
boon
in
the
Hellriders.
He
has
become
the
unofficial
leader
of
fight
against
Zariel
if
wielded
by
a
paladin.
If
the
people
in
Helm’s
Shieldhall.
Ontharr
is
in
his
the
characters
recover
the
weapon,
Ontharr
fifties
and
is
ready
to
lay
down
his
life
to
protect
lets
them
keep
it.
the
people
inside
the
hold.
When
the
characters
• A
secret
tunnel
in
the
cellar
of
A
Pair
of
Black
arrive,
he
has
50
hit
points
and
no
spell
slots
Antlers
leads
to
a
stockpile
of
silvered
remaining.
He
is
a
bombastic,
kind,
and
weapons,
including
a
smokepowder
musket.
It
determined
paladin
of
Torm.
If
the
characters
is
hidden
behind
an
Order
of
the
Gauntlet
help
him
defeat
Yaltezzicma,
he
aids
them
in
banner.
A
map
showing
the
tunnel
can
be
saving
the
city
(see
“Development”).
found
in
the
meeting
room
(area
M11).
Ontharr
Frume
carries
a
master
key
to
Helm’s
• The
Hellriders
kept
a
secret
stock
of
devil-‐
Shieldhall.
fighting
weapons
hidden
in
Dragoneye
Dock
House
(see
chapter
3).
These
items
would
be
Yaltezzicma
useful
in
the
characters’
quest.
Yaltezzicma
wants
Ontharr
to
suffer
by
watching
• Cultists
of
Zariel
have
created
a
shrine
to
the
his
friends
die.
When
the
characters
enter,
the
archdevil
in
the
Owlbear
Butcher
Shop
(see
bone
devil
thinks
they
are
allies
of
Ontharr
and
chapter
4).
The
characters
could
steal
cloaks
attacks
them,
taunting
Ontharr.
and
branding
irons
from
the
cult
and
use
those
items
to
infiltrate
other
places
secured
by
M20.
The
Hold
Zariel.
HELLTUREL
19
Spurnyte
Mal
Whistlewood,
who
went
to
the
Dock
House
to
retrieve
weapons.
In
life
Spurnyte
Mal
hunted
and
killed
those
who
• Havsu
and
Yalayah
Rathanda
(see
area
Y2)
might
oppose
Zariel
in
Elturel.
He
assassinated
have
an
imp
deliver
an
invitation,
clearly
many
ranking
Hellriders
in
the
months
leading
constructed
by
a
child,
to
the
characters
to
up
to
Elturel’s
demise,
but
was
eventually
slain
come
have
a
tea
party
at
the
dock
house.
The
by
Marisima
Rathanda.
With
his
dying
breath,
imp
was
instructed
to
give
the
letter
to
the
first
Spurnyte
promised
vengeance
on
the
entire
able-‐bodied
warriors
it
saw.
Rathanda
family.
Returned
to
undeath
by
Zariel,
Spurnyte
is
grateful
to
the
archdevil
and
sated
his
need
for
Approaching
the
House
vengeance
by
turning
the
Rathanda
family
into
When
the
characters
get
close
to
the
graveyard,
vampire
spawn
through
dark
rituals.
read
or
paraphrase:
Roleplaying
Spurnyte
Elturel’s
dock
district
is
quiet
and
still
aside
from
the
distant
sounds
of
the
Blood
War
raging
below
Spurnyte
grew
up
poor
on
the
streets
of
Baldur’s
the
city.
Though
the
city’s
famous
Dragoneye
Gate
and
made
a
pact
with
Zariel
at
a
young
age
Docks
were
torn
asunder
when
Elturel
was
dragged
so
he
could
defend
himself.
He
believes
his
into
Avernus,
most
of
the
nearby
buildings
remain
undeath
and
connection
to
Zariel
are
gifts
that
intact.
A
two-‐story
home
stands
among
make
him
a
superior
being.
In
Spurnyte’s
mind
warehouses
and
boatyards
on
a
dirt
road.
A
carved
Zariel
is
generous,
and
others
should
serve
her
wood
sign
labeled,
“Dragoneye
Dock
House,”
to
get
access
to
the
same
gifts.
Those
who
do
not
hangs
from
the
front
of
the
shuttered
building.
are
foolish
and
no
better
than
ants.
If
the
characters
claim
to
serve
Zariel
and
succeed
on
a
Charisma
(Deception)
check
contested
by
Spurnyte’s
Wisdom
(Insight)
check,
Dock
House
Features
The
Dragoneye
Dock
House
has
the
following
the
deathlock
allows
them
to
remove
the
devil-‐
features:
fighting
weapons
from
the
dock
house
(area
Y9).
If
the
characters
fail
their
check
or
make
no
such
• The
dock
house
is
a
two-‐story
structure,
with
claim,
Spurnyte
attacks.
the
second
level
10
feet
higher
than
the
first.
Rooms
are
8
feet
high,
with
7-‐foot-‐high
doorways
connecting
them.
HELLTUREL
20
HELLTUREL
21
Niri
Whistlewood
Niri
Whistlewood
(lawful
good
female
Tethyrian
human
scout)
came
to
the
dock
house
with
Dunmar
Axeshine
(see
area
Y1)
to
recover
the
devil-‐fighting
weapons
in
the
office
(area
Y9).
The
undead
within
the
house
overpowered
the
duo
and
killed
Dunmar.
The
twins
bound
Niri’s
ankles
and
wrists
with
rope
and
gagged
her
with
HELLTUREL
22
HELLTUREL
23
Marisima
and
Lorimir
hiding
in
the
pantry
(area
Y5).
A
successful
DC
Once
devout
servants
of
Torm
and
loving
20
Dexterity
check
with
thieves’
tools
picks
the
parents,
Marisima,
a
human
in
her
thirties,
and
trap’s
lock
and
a
successful
DC
22
Strength
check
Lorimir,
a
sun
elf
in
his
eighties,
are
disgusted
forces
the
chest
open.
The
chest
has
AC
17,
50
hit
with
their
former
selves.
They
worship
Spurnyte
points,
and
immunity
to
poison
and
psychic
for
the
gifts
he
bestowed
upon
them.
damage.
The
chest
is
enchanted
with
a
magic
Both
vampire
spawn
sleep
with
bodies
of
trap
that
used
to
deposit
those
who
triggered
it
a
their
victims
and
are
difficult
to
notice
among
fixed
direction
and
distance
from
the
chest
into
the
carnage.
A
successful
DC
15
Wisdom
the
River
Chointhar,
but
that
target
location
has
(Perception)
check
notices
the
vampire
spawn
changed
to
500
feet
above
the
River
Styx
since
among
the
corpses.
Elturel’s
arrival
in
Avernus.
Reya
and
Niri
know
A
successful
DC
13
Dexterity
(Stealth)
check
about
this
trap
and
warn
the
characters
if
they
sneaks
into
the
room
without
waking
the
are
with
them.
vampire
spawn.
If
the
vampire
spawn
wake
and
A
detect
magic
spell
reveals
the
chest
radiates
notice
the
characters,
they
attack
and
fight
to
the
an
aura
of
conjuration
magic.
Whenever
a
death.
If
combat
breaks
out,
Havsu
and
Yalayah
creature
fails
an
attempt
to
pick
the
chest’s
lock
Rathanda
(see
area
Y2)
investigate.
or
touches
or
attacks
the
chest
while
it
is
locked,
the
chest’s
trap
is
triggered.
The
creature
that
triggered
the
trap
must
succeed
on
a
DC
15
Y8.
Twins’
Room
Charisma
saving
throw
or
be
transported
to
an
When
Havsu
and
Yalayah
Rathanda
rest,
they
do
open
area
next
to
Elturel
and
fall
into
the
River
so
in
this
room
that
contains
a
set
of
bunk
beds
Styx
(see
chapter
3
of
Baldur’s
Gate:
Descent
into
and
two
dressers.
Avernus).
A
dispel
magic
spell
renders
the
chest’s
trap
inert
for
1
hour.
HELLTUREL
24
Joining
the
Cult
disguise
themselves
as
cultists
to
deceive
the
forces
of
Zariel.
When
the
characters
enter
the
butcher
shop,
the
cultists
within
ask
them
if
they
want
to
join
the
HELLTUREL
25
• The
characters
want
to
destroy
the
cult
of
• The
walls
and
doors
of
the
shop
are
made
of
Zariel.
wood.
Doors
have
AC
15,
27
hit
points,
and
immunity
to
poison
and
psychic
damage.
Approaching
the
Butcher
Shop
• Lanterns
hanging
from
the
ceiling
brightly
When
the
characters
approach
Owlbear
Butcher
light
areas
in
the
shop.
Shop,
read
or
paraphrase:
HELLTUREL
26
points,
immunity
to
poison
and
psychic
damage,
The
cultists
defeated
the
gnolls
and
are
and
vulnerability
to
fire
and
slashing
damage.
If
sacrificing
Imgor
to
Zariel.
If
Imgor
notices
the
the
rope
is
destroyed,
the
dragon
head
crashes
characters,
he
begs
them
for
help.
If
the
down,
destroying
the
altar
(see
“Zariel’s
Altar”).
characters
free
Imgor,
the
gnoll
helps
the
Any
creatures
within
10
feet
of
the
altar
when
characters
kill
the
cultists
then
flees
the
city.
the
head
crashes
down
must
make
a
DC
15
Dexterity
saving
throw,
taking
3
(1d6)
Infernal
Runes
bludgeoning
damage
and
14
(4d6)
acid
damage
A
detect
magic
spell
reveals
that
the
runes
on
the
on
a
failed
save,
or
half
as
much
damage
on
a
floor
radiate
an
aura
of
enchantment
magic.
Any
successful
one.
creature
with
Zariel’s
brand
in
this
room
gains
the
benefits
of
the
bless
spell.
A
dispel
magic
spell
Statue
suppresses
the
runes’
magic
for
1
hour.
The
golem
was
a
gift
from
Zariel
to
Lora
Zurag
for
starting
the
cult.
If
the
characters
attack
the
Lora
Zurag
cultists
in
this
room
or
the
sacrifice
room
(area
The
young
woman
is
Lora
Zurag
(lawful
evil
O2),
the
statue
animates
and
has
the
statistics
of
female
Damaran
human
veteran).
If
the
a
helmed
horror
that
attacks
the
characters,
characters
do
not
interrupt
Lora,
she
kills
Imgor.
fighting
to
until
destroyed.
She
acts
as
described
in
“Roleplaying
Lora.”
HELLTUREL
27
• Pancake
is
a
fiend
and
his
alignment
is
lawful
Secret
Compartment
evil.
A
successful
DC
15
Intelligence
(Investigation)
• Pancake
has
100
hit
points
and
immunity
to
check
notices
the
loose
panel.
Removing
the
fire
and
poison
damage.
panel
reveals
the
sack
inside
that
holds
Lora’s
• Pancake’s
weapon
attacks
are
magical
and
deal
treasure
(see
“Treasure”).
an
extra
7
(2d6)
fire
damage
on
a
hit.
Treasure
Pancake
attacks
any
creature
that
enters
the
The
sack
in
the
secret
compartment
holds
a
area
that
isn’t
escorted
by
Lora.
Pancake
fights
to
potion
of
fire
breath
and
250
gp.
the
death.
Prisoners
Development
The
prisoners
are
Hellriders
captured
by
the
cult
If
the
characters
free
the
prisoners,
the
to
sacrifice.
The
prisoners
are
scouts
of
various
Hellriders
ask
the
characters
for
an
escort
to
races.
All
of
the
prisoners
have
no
equipment,
AC
Helm’s
Shieldhall
(see
chapter
2).
12,
and
1
hit
point
remaining.
HELLTUREL
28
Actions
Deathly
Claw.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(3d6
+
3
necrotic
damage).
Grave
Bolts.
Ranged
Spell
Attack:
+6
to
hit,
range
120
ft.,
one
or
two
targets.
Hit:
18
(4d8)
necrotic
damage.
If
the
target
is
Large
or
smaller,
it
must
succeed
on
a
DC
16
HELLTUREL
29
War
Priest
Medium
humanoid,
any
alignment
Armor
Class
18
(plate)
Hit
Points
117
(18d8
+
36)
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
16
(+3)
11
(+0)
14
(+2)
11
(+0)
17
(+3)
13
(+1)
Saving
Throws
Con
+6,
Wis
+7
Skills
Intimidation
+5,
Religion
+4
Senses
passive
Perception
13
Languages
any
two
languages
Challenge
9
(5,000
XP)
Spellcasting.
The
priest
is
a
9th-‐level
spellcaster.
Its
spellcasting
ability
is
Wisdom
(spell
save
DC
15,
+7
to
hit
with
spell
attacks).
It
has
the
following
cleric
spells
prepared:
Cantrips
(at
will):
light,
mending,
sacred
flame,
spare
the
dying
1st
level
(4
slots):
divine
favor,
guiding
bolt,
healing
word,
shield
of
faith
2nd
level
(3
slots):
lesser
restoration,
magic
weapon,
prayer
of
healing,
silence,
spiritual
weapon
3rd
level
(3
slots):
beacon
of
hope,
crusader’s
mantle,
dispel
magic,
revivify,
spirit
guardians,
water
walk
4th
level
(3
slots):
banishment,
freedom
of
movement,
guardian
of
faith,
stoneskin
5th
level
(1
slot):
flame
strike,
mass
cure
wounds,
hold
monster
Actions
Multiattack.
The
priest
makes
two
melee
attacks.
Maul.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
bludgeoning
damage.
Actions
Guided
Strike
(Recharges
after
a
Short
or
Long
Rest).
The
priest
grants
a
+10
bonus
to
an
attack
roll
made
by
itself
or
another
creature
within
30
feet
of
it.
The
priest
can
make
this
choice
after
the
roll
is
made
but
before
it
hits
or
misses.
HELLTUREL
30
Devil
Trap
Wondrous
item,
rare
A
devil
trap
consists
of
four
silver
1-‐foot-‐long
stakes
carved
with
Celestial
runes.
As
an
action,
you
can
drive
a
stake
into
any
solid,
nonmetal
ground.
You
can
use
another
action
to
remove
a
stake
from
the
ground.
When
all
four
stakes
are
driven
into
the
ground
in
the
individual
corners
of
a
square
area
not
larger
than
10
feet
square,
they
form
an
invisible
barrier
around
that
area
that
is
10
feet
high.
Devils
can
pass
through
the
HELLTUREL
31