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  2 
  INTRODUCTION 
  et’s be honest, you don’t want to be here, no one ever 
  wants to be here, but it’s late now and you are on this 
  damned place. My job here as an infernal ranger is to 
  help people like you to survive the dangers of Avernus 
  and teach them some nice tricks to make your life just 
  a little easier, though many of those tricks needs you to do 
  some questionable acts, but that’s how it works down here. So, 
  ¿Are you ready? Good, now grab the tongue of this condemned 
  soul, we are making a slingshot out of it. 
  -Azzael Ulbrinter 
  OVERVIEW 
  Azzael’s Guide to Avernus contains additional material to 
  use alongside Baldur’s Gate: Descent into Avernus or in any 
  other adventure set in the first layer of The Nine Hells. 
  This material includes new ideas full of dark humor that 
  will test the characters alignment. Good characters will be 
  tempted to do some little evil acts to make their lives 
  easier, while evil characters will see what punishment 
  waits for them on hell. 
  How to use lemures: When a condemned soul arrives for 
  the first time to Avernus, it usually starts as a lemure. 
  Other devils give those poor creatures a countless 
  amount of uses, ranging from using them as cover on 
  the Blood War, to use their tongues as toilet paper. This 
  chapter include some ideas for you, the Dungeon 
  Master, to add in your game. Evil characters will think 
  twice before selling their souls if they don’t want to end 
  in their afterlife as one of those poor creatures. 
  Weaponize that: The devils scavenge the battlefield to 
  build their infernal war machines, using demon ichor is 
  good enough, but this chapter goes beyond and allows 
  players to create new weapon stations for their War 
  Machines or for their own use. For example, extracting 
  the spines from the tail of a Spined Devil allows you to 
  craft some explosive arrows, but if done carelessly, the 
  spine will blow up in your hand and burn your eyebrows 
  long before you attempt to put it in your bow. 
   
   
   
   
   
   
  Let’s make a deal: Devils are known to make deals, 
  especially in Avernus where they are vulnerable of dying 
  forever. A devil, normally doesn’t ask for a soul on their 
  first deals with a creature, they usually start by asking 
  simple things, like throwing a friend to the river Styx. 
  This chapter gives some example of what an imp or such 
  a lesser devil would ask as a part of a deal, little things 
  that little by little will corrupt even the best of paladins. 
  Flying disaster: After a gnome arrived to Avernus, he 
  pitched his idea of a flying vehicle to a Horned Devil 
  named Bazelsteen, as the gnome didn’t protect his idea 
  with a copyright deal, Bazelsteen materialized the 
  gnome’s idea and made it into a luxury flying vehicle, 
  that later developed into a gargantuan flying war 
  machine. This chapter includes two flying war machines 
  to drop over your players. 
  More Fiends: This chapter provides four new fiends from 
  older editions updated to fifth edition. Those creatures 
  are not only mechanically interesting, but will also test 
  the party’s alliance. This might end with the good 
  aligned paladin killing the evil aligned rogue. 
  CREDITS 
  Designer: Andrés Lillo 
  Instagram: https://www.instagram.com/azzael_ulbrinter/ 
  Interior Illustrators: The Dungeon Masters Guild was used as 
  source of for some of the art. All art taken from there is owned 
  by Wizards of the Coast and is used with permission under the 
  Community Content Agreement for the Dungeon Masters 
  Guild. The illustration of Azzael Ulbrinter was made by Ricardo 
  Riveros, his Instagram: https://www.instagram.com/tandel21/ 
  Template: Simple Microsoft Word Template by Laura 
  Hirsbrunner 
  Disclaimer: This supplement contains some questionable moral decisions, tricky 
  imps that want nothing more than a good cruel prank, dark humor and a 
  sarcastic narrator. Azzael is not responsible for alignment changes or traumas 
  product of torturing lemures. 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product 
  names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2020 by Andrés Lillo and published under the Community Content Agreement for Dungeon Masters Guild. 
  
   
  3 
   
  TABLE OF CONTENTS 
  How to use Lemures ............................................................. 4 
  Ammunition of agony ............................................................ 4 
  Awful Bagpipe .......................................................................... 4 
  Bloodglass ................................................................................ 4 
  Despairing Container ............................................................. 4 
  Dispenser of Tears .................................................................. 4 
  Flesh Anvil ................................................................................ 5 
  Flying Pain ............................................................................... 5 
  Game of Anguish ..................................................................... 5 
  Living Weapon Rag ................................................................. 5 
  Outhouse of Sadness .............................................................. 5 
  Scratcher of the Lower Plane ............................................... 5 
  Styx Rowboat ........................................................................... 5 
  Suffering Umbrella ................................................................. 5 
  Weeping Whip ......................................................................... 5 
  Weaponize That .................................................................... 6 
  Scavenging ..................................................................................... 6 
  Demons ..................................................................................... 6 
  Devils ......................................................................................... 8 
  Let’s Make a Deal .................................................................10 
  Diabolical deals ............................................................................10 
  Impish pranks ........................................................................10 
  Impish contract forms .......................................................... 11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Flying disaster ..................................................................... 12 
  A Story of Copyright ................................................................... 12 
  Flying mishaps ...................................................................... 12 
  Flying pain ...............................................................................13 
  Flying nightmare ...................................................................13 
  More Fiends .........................................................................14 
  Demons ......................................................................................... 14 
  Carnage demon ...................................................................... 14 
  Jovoc ......................................................................................... 15 
  Devils ............................................................................................. 16 
  Remmanon ............................................................................. 16 
  Stitched devil ......................................................................... 17 
   
   
   
  
   
  4 
  HOW TO USE LEMURES 
  o survive on this place, you have to forget everything 
  your mommy and daddy taught to you. If you need 
  to take someone skin to make an umbrella, you do 
  it.  Oh? You are scared that if you keep doing evil 
  stuff you will also end up as one of those poor souls? 
  well, yes, but at least you can try to survive longer by doing 
  some questionable acts. 
  -Azzael Ulbrinter 
  Being on Avernus takes a toll to the adventurers, especially 
  those aligned for good. It is a rash environment where 
  everything asks you to do evil acts to survive. At the core of 
  Baldur’s Gate: Descent into Avernus, there is a constant 
  conflict of the player characters needing to do evil acts to 
  survive, meanwhile an evil character will face what can 
  happen to him if he keeps acting selfish and greedy.  
  Devils use lemures in countless awful ways, they enjoy 
  torturing them and the lemures are too weak to fight back. 
  Lemures are shapeless figures made of flesh, barely having 
  some bones or organs, those features allow devils to be 
  creative in their ways to torture the condemned souls, 
  sculping the lemure flesh for their personal needs. 
  Here are some ideas of how the devils, and player 
  characters, can use lemures in evil ways to make their life 
  easier, at the same time they torture the lemures making 
  every evil character question if they want to end like that in 
  their afterlife. 
  AMMUNITION OF AGONY 
  In the surface there is a common sport named “Gnome 
  throwing”, here in Avernus it is called “lemure throwing”. 
  You need to open a lemure mouth and put gunpowder 
  inside, pour some oil over the lemure and then throw it 
  using a catapult or similar mechanism. The contact with 
  the hot air of Avernus will make the Lemure burn and then 
  explode on the battlefield.  
  A Lemure that explodes this way deals 2d6 fire and 1d6 
  acid damage to creatures withing 10 feet of it, a successful 
  DC 12 Dexterity saving throw halves the damage. 
  AWFUL BAGPIPE 
  Music isn’t something you can normally find in Avernus, 
  at least not in the conventional way. By extracting bones 
  from a lemure and hollowing them, then piercing them 
  back into the lemure, devils and bards can blow air into the 
  lemure, which will start shouting and weeping at the 
  rhythm of the performer. 
  Music performed this way sounds horrible, but bards 
  can still use them to cast their spells. If a bard uses the 
  awful bagpipe to cast dissonant whispers targeting a 
  creature that isn’t a Fiend, the target has disadvantage on 
  its Wisdom saving throw. 
  BLOODGLASS 
  If a devil makes a deal with you, and said deal has a time 
  limit, he will need to track time. It could simply use a 
  regular sandglass, but that is not a devil’s style. A devil 
  would encage a lemure in a giant sandglass and make it 
  bleed, the time will be over once the blood and flesh of the 
  lemure drips to the bottom. I recommend you to make sure 
  that the deal indicates that the devil can’t damage the 
  lemure once it is inside the sandglass, as that would 
  greatly reduce your time limit. 
  DESPAIRING CONTAINER 
  By breaking a lemure’s jaw, you can make them perfect 
  mobile containers of Demon Ichor or water from the river 
  Styx. Each despairing container can fit 2 pints of liquid 
  inside. You can also hang it from the throat and make some 
  holes underneath to create a shower, everyone needs a 
  good bath, even in Avernus.  
  DISPENSER OF TEARS 
  Using some fiendish magic and by tearing a hole on a 
  lemure belly, greater devils can stuff lemure with potions 
  inside and create a vendor machine. After placing a certain 
  amount of soul coins inside the lemure mouth and forcing 
  him to swallow it, the lemure will eject from the hole on 
  his belly a potion of healing or similar item. The devil that 
  created the dispenser then collects all soul coins stored 
  inside the lemure. Trying to take the potion by ripping 
  apart the lemure won’t only end up breaking its content, it 
  will also alert its creator that will be rightfully mad with 
  the adventurers that tried to steal from it. 
  Each dispenser of tears has a different cost and content, 
  it is up to you as the DM to decide its price in soul coins and 
  content. A party that barely have soul coins and is having a 
  rough time in combat might need a potion of greater 
  healing, meanwhile a party that isn’t having a bad time in 
  Avernus and have collected many soul coins, might receive 
  a potion of poison instead. 
   
   
  
   
  5 
  FLESH ANVIL 
  The process of creating hellfire weapons damages normal 
  anvils, and creating hellfire anvils takes too much material 
  and it is an expensive process, so the smartest devils 
  developed a new kind of anvil, the flesh anvil. By pouring 
  some melted normal iron and melted rocks inside a lemure 
  and shaping it in the shape of an anvil, you can create flesh 
  anvils that are perfect to create hellfire weapons, as even if 
  they get damaged, they don’t really matter. 
  A character proficient with smith tools can attempt to 
  forge a hellfire weapon using a flesh anvil during a short 
  rest. The character must succeed a DC 15 dexterity check 
  using smith tools and provide 200 gp worth of materials, 
  including hellfire iron that can be traded with devils. 
  FLYING PAIN 
  Most devils can fly by their own, so when a gnome arrived 
  to Avernus and told to a horned devil the idea of a flying 
  vehicle, no one expected the devil to actually materialize 
  that idea. To make a Flying Pain you need to take extract 
  the skin of at least ten lemure and stitch them together in a 
  sphere, then you can use the bones to craft a basket. You 
  will also need a source of heat to make the Flying Pain lift. 
  The Flying Pain is treated as an infernal war machine 
  and its Stat Block can be found on chapter 4 of this 
  supplement (page 12), alongside an improved version that 
  can be used on battle.  
  GAME OF ANGUISH 
  Devils love gambling, one popular game in Avernus is the 
  Game of Anguish. Each devil takes turns ripping out flesh 
  from a lemure, taking as much or as little as they want, the 
  game continues until the lemure dies and the devil that 
  gave the “final rip” to the condemned soul loses the game. 
  To play the Game of Anguish with your players, roll 3d8 
  for the hit points of a lemure, then the characters must 
  decide each turn how much damage (from 1 to 4) they want 
  to inflict to a captured lemure, the creature that ends up 
  killing the lemure loses the game. 
  LIVING WEAPON RAG 
  The blood war demands innovation, and so when the devils 
  needed a better way to carry their weapons into the 
  battlefield, they used their trustworthy lemures as weapon 
  rags. By stabbing the lemure with swords, pikes and such 
  piercing weapons and then burning the wounds, they 
  create mobile weapon rags that carry weapons to the 
  frontline. As they are covered in weapons, if the devils see 
  their enemies getting to close to their rags, they order the 
  lemure to charge into the enemy and slash their foes. 
  A lemure with weapons attached to it gains the following 
  trait: 
  Rush of Pain. When a creature starts its turn within 5 feet 
  of the lemure or moves within 5 feet of it for the first time 
  on a turn, it must succeed on a DC 12 Dexterity saving 
  throw or take 2d4 slashing damage. 
  OUTHOUSE OF SADNESS 
  One of the most interesting things you can find in the 
  infernal landscape of Avernus, is an Outhouse of Sadness. 
  It works similar at what you would expect from any kind of 
  outhouse toilet, except that there is a lemure hooked on 
  the wall with his mouth open and an elongated tongue. You 
  can use the tongue to clean yourself after using the toilet. 
  SCRATCHER OF THE LOWER PLANE 
  People in Avernus have their necessities, one of them is 
  needing someone to scratch their weals, warts and other 
  kinds of flesh bumps.  
  Lemures that are used for this kind of job end up with 
  infected claws, when they hit a creature with their Fist 
  Action, they deal an additional 1d6 poison damage. 
  STYX ROWBOAT 
  By stretching a lemure and putting some kind of frame, 
  you can create a rowboat to travel on the river Styx. Each 
  lemure is enough to make a rowboat that can carry up to 
  two medium creatures. 
  SUFFERING UMBRELLA 
  The flesh of a lemure is amazingly shapeable, and by 
  breaking some bones and using them as a frame, you can 
  craft an umbrella that will be constantly crying in pain. 
  An umbrella is always welcome in Avernus as it has nine 
  suns, especially for those creatures with sunlight 
  sensitivity. While holding an umbrella made of the thick 
  skin of a lemure, creatures with sunlight sensitivity don’t’ 
  have disadvantage on attack rolls. 
  WEEPING WHIP 
  The head of a lemure that is still attached to its spine can 
  be used as a whip by grabbing it by the skull, though its 
  fragile and will surely break if it hits heavy armor. You can 
  also grab it by the spine and use its skull as a flail. 
   
   
  
   
  6 
  WEAPONIZE THAT 
  k, grab that spine, but be careful! If you pull it too 
  much you will break it and it will explode in your 
  face! Did you bring the gelugon carapace? We might 
  need it soon. No! Don’t use the skin of a dretch to 
  craft a hide armor, are you mad? Its stink will be 
  unbearable, actually… it might not be a bad idea now that I 
  think of it. 
  -Azzael Ulbrinter 
  SCAVENGING 
  Aside from the wandering emporium, there are not many 
  stores in The Nine Hells, so you need to use every resource 
  you can find. After slaying a denizen from Avernus, there is 
  a lot of resources to scavenge that will help you to survive 
  in the lower plane. Most resources must be extracted or 
  processed using different tools and a character must have 
  proficiency in said tool to attempt to scavenge the 
  creature. A character can attempt to identify what can be 
  done with a slain fiend with a successful DC 15 Intelligence 
  (Nature) check, the roll is made with advantage if the 
  character saw the creature fight in combat. 
  DEMONS 
  While not native to Avernus, you can still find lots of 
  tanar’ri ravaging in the Blood War. The demons after being 
  slain become demon ichor after a tenday, so the materials 
  must be extracted before it is too late. A gentle repose spell 
  can help to stop this process by another tenday. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BALOR 
  A slain balor explodes and leaves nothing behind, or that is 
  what you would think. After exploding, the ground around 
  the explosion becomes volatile to fire and to explode. 
  A character can use this soil to create up to three kegs of 
  gunpowder (As seen in Dungeon Masters Guide). To do so it 
  must succeed on a DC 20 Intelligence check using 
  alchemist’s supplies per keg. 
  BARLGURA 
  A barlgura have a lot of body fat and fur, they would be 
  perfect to do pelt coats, but as they become ichor, it is 
  certainly not wise to keep its hide close to your body 
  without some precautions. 
  A character with cobbler’s tools can work during two 
  tendays and expend 200 gp in materials to create a pair of 
  Boots of the Winterlands. 
  CHASME 
  Those pesky insects can be really bothersome and 
  dangerous, their deadly sting is fearsome, luckily, you can 
  extract their own poisonous gland to make a cure. 
  A character can attempt to extract a chasme poisonous 
  gland and either create a potion of poison or a single dose 
  cure for their Proboscis. To do either the character must 
  succeed a DC 20 Intelligence check using a poisoner’s kit. 
  The cure has the following effects: 
  Chasme proboscis’s cure: If you drink the cure using an 
  action while your hit point maximum is currently reduced 
  by the effect of a chasme, you regain 4d4+4 of your hit 
  point maximum. You can’t go over your normal maximum 
  with this cure. 
  DRETCH 
  While a dretch is almost worthless in combat, their fetid 
  gas can be stored in flasks if extracted correctly. 
  A character can extract the odour glands from the dretch 
  mouth and collect it on a flask, sealing it. To do so the 
  character must succeed on a DC 10 Dexterity Check using a 
  poisoner’s kit, on a fail, the Fetid Cloud Action of the 
  dretch triggers.  
  As an action, a creature can throw the flask to a point it 
  can see within 20 feet, shattering it on the impact and 
  releasing the 10-foot radius green gras from the dretch (As 
  noted on its Stat Block from the Monster Manual).  
   
   
  
   
  7 
  GLABREZU 
  What can be scavenged from a glabrezu is pretty obvious, 
  it has giant pincers that can be closed and opened by 
  pulling its tendons. 
  Each pincer can be used to create a weapon station for an 
  infernal war machine after succeeding on a DC 15 
  Intelligence check using leatherworker’s tools during a 
  short rest. 
  Pincer (Requires 1 Crew and Grants Half Cover). Melee 
  Weapon Attack: +5 (+Strength modifier of the infernal war 
  machine) to hit. Reach 10 ft., one target. Hit: (2d10 + 
  Strength modifier) bludgeoning damage. If the target is a 
  Medium or smaller creature, it is grappled (Escape DC 10 + 
  Strength modifier). 
  The pincers become demon ichor after a tenday from the 
  glabrezu being slain. 
  GORISTRO 
  The horns of a goristro are charged with foul magic 
  making them strong even after death. But as any demon 
  part, they become ichor after some time. 
  The pair of horns can be used to create a weapon station 
  for an infernal war machine after succeeding on a DC 15 
  Intelligence check using leatherworker’s tools during a 
  short rest. 
  Gore (Requires 1 Crew and Grants Half Cover). Melee 
  Weapon Attack: +5 (+Strength modifier of the infernal war 
  machine) to hit. Reach 5 ft., one target. Hit: (7d10 + 
  Strength modifier of the war machine) piercing damage. 
  HEZROU 
  The stench of a hezrou comes from the slime they sweat 
  during a fight, with some skills, you can extract the slime 
  and use its stench for your own benefit. 
  A character can extract the slime of a hezrou and collect 
  it on a flask, sealing it. To do so the character must succeed 
  on a DC 20 Dexterity Check using a poisoner’s kit, on a fail, 
  the Stench trait of the hezrou triggers. A single hezrou has 
  enough slime to fill up to 3 flask this way. 
  As an action, a creature can throw the flask to a point it 
  can see within 20 feet, shattering it on the impact, 
  creatures within 10 feet of the shattered flask must make a 
  saving throw as being affected by the hezrou Stench trait 
  (As described on the Monster Manual). The stench goes 
  away after 1 hour or if a gust spell or similar magic is used.  
  MANES 
  The lowest form of the denizens of The Abyss, the manes 
  are almost as weak as a lemure, but unlike its devilish 
  cousin, the manes dissipate into a cloud of vapor that is 
  pretty useless, and even if you get capture it, you would 
  end up creating a shadow demon.  
  MARILITH 
  Being formidable foes, a marilith would be normally 
  wielding magic weapons and jewelry, but if that isn’t 
  enough for you, you can scavenge the scales of its tail. 
  A character with leatherworker’s tools can work during 
  25 tendays and expend 20.000 gp in materials to create a 
  scale mail that grants resistance to cold, fire and lightning 
  damage. The scale mail is treated as a very rare magic item. 
  NALFESHNEE 
  Demon hordes are normally led by a balor, a marilith or a 
  nalfeshnee. But meanwhile the balor explodes leaving no 
  remains and the marilith’s head looks too much like a 
  humanoid, the head of a nalfeshnee can be easily 
  recognized by other demons which cower in fear after 
  seeing one of their generals being killed. 
  After slaying a nalfeshnee, a character can cut its head 
  and carry it. Demons of CR 9 or lower that can see the head 
  must succeed on a DC  15 Wisdom saving throw or be 
  frightened by the carrier for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turn, 
  ending the effect on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the 
  creature is immune this effect for the next 24 hours. 
  This doesn’t require any kind of tool to use. The head of 
  the nalfeshnee becomes ichor after a tenday. 
  QUASIT 
  The quasits are generally weak and have no special 
  characteristics on their biology that can be useful to 
  scavenge. Before slaying this foe, I recommend you to 
  make a deal with it, you might end up having a new ally at 
  your service. 
  SHADOW DEMON 
  The shadow demons are the reason of why you shouldn’t 
  try to capture a slain mane. A shadow demon that wasn’t 
  created by your own recklessness, would normally possess 
  1d6 soul coins, as they like to trade souls just like devils do. 
  VROCK 
  Those damn vulture-like tanar’ri have poisonous spores, 
  and just like the dretch and the hezrou, you can give some 
  good use to them. 
  A character can extract the spores of a vrock and collect 
  them on a flask, sealing it. To do so the character must 
  succeed on a DC 15 Dexterity Check using a poisoner’s kit, 
  on a fail, the Spore action of the vrock triggers. 
  As an action, a creature can throw the flask to a point it 
  can see within 20 feet, shattering it on the impact, 
  creatures within 15 feet of it must make a Constitution 
  saving throw as being affected by the vrock Spores action 
  (As described on the Monster Manual). The spores linger on 
  the place and goes away after 1 hour or if a gust spell or 
  similar magic is used.  
  YOCHLOL 
  The handmaidens of Lolth have a strong magical 
  spiderweb on their repertory, after killing a yochlol you 
  can extract its filaments to weave with it. 
  A character with weaver’s tools can work during 25 
  tendays and expend 20.000 gp in materials to create a 
  Cloak of Arachnida. Otherwise, using weaver’s tool a 
  character can expend 2 tendays working and 200 gp in 
  materials to create a pair of slippers of spider climbing. 
  A single yochlol is enough for a single cloak or up to 3 
  pairs of slippers. 
  
   
  8 
  DEVILS 
  The denizens of Avernus, the baatezu die permanently if 
  you kill them in their home, which can be very rewarding if 
  you keep their remains. 
  HAMATULA 
  The barbed devils have some wicked barbs on their skin 
  that you can use to make a special kind of hide armor. 
  As part of a short rest, a character with leatherworker’s 
  tools can create a barbed hide armor with the remains of 
  the barbed devil, to do so it must succeed on a DC 15 
  Dexterity check using leatherworker’s tools. 
  A creature grappling or being grappled by a creature 
  wearing barbed hide armor takes 1d10 piercing damage at 
  the start of its turn. 
  BARBAZU 
  Beware the frontline soldiers of the blood war, the bearded 
  devils have nasty beards that come in different shapes, 
  sometimes they look like flails, sometimes like snakes, in 
  any case grabbing them and using them as melee weapon 
  is dangerous as you can end up damaging yourself, I 
  recommend cutting their heads while and throwing them 
  at your enemies. 
  A decapitated bearded devil head can be considered like 
  a weapon with the thrown (20/40 ft) propriety, on a hit it 
  deals 1d8 piercing damage, and the target must succeed on 
  a DC 12 Constitution saving throw or be poisoned for 1 
  minute. The target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.  
  The poison of a bearded devil head loses its potency after 
  24 hours of being killed, or after the first time a creature 
  fails its saving throw against the poison. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  OSYLUTH 
  A bone devil is a formidable foe, slaying one of them stops 
  their attempts of promotion, but will mostly end in 
  someone else raising to the rank of the osyluth. They are 
  naturally equipped with a wicked scorpion tail and its 
  poison lasts up to 1 tenday after the bone devil being killed. 
  The tail can be used to create a weapon station for an 
  infernal war machine after succeeding on a DC 15 
  Intelligence check using leatherworker’s tools during a 
  short rest. 
  Sting (Requires 1 Crew and Grants Half Cover). Melee 
  Weapon Attack: +5 (+Strength modifier of the infernal war 
  machine) to hit. Reach 10 ft., one target. Hit: (2d8 + 
  Strength modifier of the war machine) piercing damage 
  plus 17 (5d6) poison damage, and the target must succeed 
  on a DC 14 Constitution saving throw or be poisoned for 1 
  minute. The target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success. 
  KYTON 
  The chain devils are equipped with multiple chains, 
  ranging from 4 to 6 or even more chains, each with a 
  wicked hook at the end. 
  A harpoon flinger station from an infernal war machine 
  can be modified to use the chains as ammunition, to do so 
  a character must succeed on a DC 15 intelligence check 
  using smith’s tools during a long rest. While using the 
  chains as ammunition, the modified harpoon flingers 
  functions as following: 
  Chain Harpoon (Requires 1 Crew and Grants Half Cover). 
  Ranged Weapon Attack: +5 (+Dexterity modifier of the 
  infernal war machine) to hit, range 10 ft., one creature. Hit: 
  (2d6 + Dexterity modifier of the war machine) slashing. If 
  the target is a Medium or smaller creature it’s grappled 
  (Escape DC 14). Until the grapple ends, the target Is 
  restrained and takes 7 (2d6) piercing damage at the start 
  of each of its turns. While grappling a creature, the chain 
  harpoon can’t attack, and the chain harpoon’s operator 
  can use a bonus action to pull the grappled creature 10 ft 
  towards the station. 
  The chains aren’t expended as ammunition, but can be 
  broken as described in the chain devil Stat Block from the 
  Monster Manual. 
  ERINYES 
  Slaying an erinye is no easy task, sadly, aside from a 
  chance of them carrying a rope of entanglement, they are 
  too humanoid and don’t have any special part on their 
  bodies that can be used to create something useful unless 
  you are some kind of sociopath. 
  MALEBRANCHE 
  The horns of a horned devil aren’t as strong as the ones of 
  a goristro, so they can’t be used on the same way, and their 
  deadly tail isn’t as useful if it isn’t attached to the living 
  devil. What can be used from a horned devil are its giant 
  wings. 
  A character with weaver’s tools can work during 10 
  tendays and expend 2.000 gp in materials to create a 
  mantle of spell resistance. 
  
   
  9 
  GELUGON 
  If you manage to defeat an ice devil in Avernus, you will 
  get an excellent carapace to create some special armor. 
  A character with leatherworker’s tools can work during 
  10 tendays and expend 2.000 gp in materials to create a 
  half plate armor of cold resistance. Otherwise, the carapace 
  is enough to create two +2 shield, expending 2.000 gp and 
  10 tendays for each. 
  IMP 
  The poisonous sting of an imp loses its effect shorty after 
  its killed, leaving a useless corpse. It would be great that 
  such easy to kill enemy to leave behind something useful, 
  but I guess the balance of the cosmos doesn’t want us to 
  exploit this. 
  LEMURE 
  Lemure have countless uses, so many that I dedicated a full 
  chapter to them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PIT FIEND 
  If you end up killing a Pit Fiend on Avernus, first, I must 
  congratulate you, you have done well to the whole 
  multiverse… secondly, you now have to kill a balor or some 
  other powerful demon to bring balance. Unlike its demonic 
  counterpart, the balor, the pit fiend leaves behind a really 
  useful corpse. 
  A character can attempt to extract the poisonous glands 
  from the mouth of a pit fiend with a DC 20 Intelligence 
  check using a poisoner’s kit. The poison has the following 
  proprieties: 
  Pit Fiend Poison (Injure, 1.500 gp): A creature subjected 
  to this poison must make a DC 21 Constitution saving 
  throw or become poisoned. While poisoned this way, the 
  target can’t regain hit points, and it takes 21 (6d6) poison 
  damage at the start of each of its turns. The poisoned 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  A character can also use the tails of a pit fiend to create a 
  mantle of spell resistance, after working 10 tendays and 
  expending 2.000 gp in materials while using weaver’s 
  tools. 
  Finally, the heart of a pit fiend is driven by pure evil. A 
  character using alchemist’s supplies or jeweler’s tools can 
  craft a talisman of ultimate evil, by working on it during 50 
  tendays of work and expending 100.000 gp. 
  SPINAGON 
  The spines of a spine devil explode with a heavy impact, so 
  you can try to cut them and use them as arrows with a bow, 
  creating and exploding ammunition. 
  Each spine can be extracted with an action and 
  succeeding on a DC 15 Dexterity check using an herbalism 
  kit, on a fail, the spine explodes dealing 1d6 fire damage to 
  the character that failed the extraction. 
  The spines can be used as arrows, and deal an additional 
  1d6 fire damage. 
   
   
  
   
  10 
  LET’S MAKE A DEAL 
  ow that you are ready to start your travel on this 
  wasteland, I will give you a good advice my mother 
  told me: You are as weak as a lemure and twice as 
  useless. If an imp offers you a deal, I say take it! 
  -Azzael Ulbrinter 
  DIABOLICAL DEALS 
  Appendix A from Baldur’s Gate: Descent into Avernus 
  features some guidelines on how an infernal contract 
  works. Lesser devils can’t ask for a soul on the first deal 
  with a good aligned adventurer, but can ask for little evil 
  acts to push the good align towards evil. This chapter 
  presents some additional content specially designed for 
  contracts made with tricky imps. 
  IMPISH PRANKS 
  Before being able to claim a soul, devils ask for services 
  that drive characters in the path of evil. Here are some 
  examples of services and cruel pranks that are easy to 
  accomplish, but that are morally questionable. They are all 
  written like being spoken by a trickster imp, so you can 
  directly quote them in your game. 
   
   
  BATH ON THE STYX 
  Push an ally of yours into the river Styx, just a dip, there is 
  no need to drown it. Unless you want to, I won’t complain. 
  BROKEN GLASS 
  Get some broken glass, I want you to sneakily put broken 
  glass in the shoe of one ally of yours while it sleeps. Don’t 
  tell anyone! I want to see its reaction on the morning. 
  BROKEN SWORD 
  Break an ally’s sword and return it to its scabbard. It is a 
  secret! The next time your ally draws his sword it will be in 
  for a surprise. 
  BURNING OF THE BOOK 
  I heard you have a wizard friend, I will do what you ask, 
  but only if you destroy its spellbook first. 
  CANCEL A BARGAIN 
  While on the Wandering Emporium, offer to sell 
  something, but just seconds before closing the deal, cancel 
  it and don’t sell it. 
  DANGER BEHIND THE WHEEL 
  See those demon chickens? Why don’t you run over them 
  with your infernal war machine? Go to maximum speed! 
  DON’T BRING HIM BACK 
  The next time one of your allies fall unconscious in a fight, 
  I want you to not heal him until it has died or recovered it 
  senses by itself. 
  FEEL THE WIND 
  Go a full day without wearing clothes or armor and I will 
  give you what you want. Show your skin to the world! 
  GLUE THAT 
  I will give you just a tiny amount of sovereign glue that I 
  have, I want you to paste some dirt into the hair of an ally. 
  You can paste it on its skin if you want, I am not stopping 
  you. 
  HURT SOME FEELINGS 
  So, be honest, who do you think is your most beautiful 
  ally? Well, I want you to declare your love to your ally, let’s 
  see what happens. 
  SHAVE HIS BEARD 
  Shave the hair of an ally while it sleeps, if it is a dwarf, 
  shave his beard. 
  ICHOR EXPERIMENTS 
  I will give you a flask with demon ichor, pour it into one of 
  your allies, let’s see what happens! 
  JUST WATCH 
  I will bring here a lemure, and I will slowly kill him, you 
  just need to watch and don’t interrupt me. By the way, this 
  lemure was once an adventurer just like you. 
  KILL A FAMILIAR 
  Familiars are expendable, aren’t they? Then kill a familiar 
  of one ally of yours, or better yet, your own. 
  LET’S PLAY A GAME 
  I am bored, I want you to play with me a Game of Anguish 
  (see page 5). 
  NICE MEAL, WHAT IS THE RECIPE? 
  You need food? Ok, I will give you a nice meal, but after the 
  dinner you must tell to your allies that they just ate human 
  baby meat. Don’t worry, it is just some rotten fish. 
  QUICK VISIT TO THE OUTHOUSE 
  I will give you a special condiment for your next meal, I 
  want you to put it on everyone’s food. You might want to 
  do this next to an outhouse. 
  SHARE A SECRET 
  Do you know a close secret of one ally that no one else 
  does? If so, tell to everyone you see today said secret. You 
  can start by telling me. 
  SMALL FRIEND ON A BARREL 
  I see you have a small ally. I will borrow you a barrel and I 
  want you to trap your friend inside of it, then make it roll 
  for at least 10 minutes. I might give you more treasure if 
  your ally loses his lunch. 
  
   
  11 
  SOLD SOUL 
  Ok I won’t ask your soul for this, but I want to tell to your 
  allies that you sold me your soul for this. Don’t tell them 
  that it is a lie, never, or your soul will indeed be mine. 
  SWAP BOTTLES 
  I will give you a potion of poison, I want you to swap the 
  potion of healing of your ally with this. Don’t tell anyone! 
  THIRD WHEEL 
  Seduce, without magical coercion, someone that is already 
  on a relationship with someone else. 
  WAKEUP CALL 
  So, mortals like you and your allies need to sleep, right? I 
  want you to awake them in the middle of their sleep. 
  IMPISH CONTRACT FORMS 
  The most common way of a contract is so be signed on an 
  infernal scroll, but Baldur’s Gate: Descent into Avernus 
  provides some excellent examples of other forms of 
  contract. Here are some extra ideas. 
  DISGUSTING FEAST 
  The devil produces a table and the contract is written on its 
  tablecloth. To enter the contract the devil and the 
  character making the deal must share an infernal feast 
  over the table. The food looks and tastes awful, but the 
  character must completely consume its portion. 
  Drinking fresh fruit juice voids the contract, which is 
  hard to come by in Avernus. 
  ENDLESS ITCHING 
  The devil writes the term of the contract in blood and then 
  summons a stirge that drains the blood. To enter the 
  contract the devil and the character making the deal must 
  allow the stirge to bite them. This produces a bump that 
  never stops itching. When scratched, it reminds the details 
  of the contract. 
  Finding and killing the stirge voids the contract and 
  stops the itch. 
  ETERNAL BOND 
  The devil produces a pair of gold rings and the contract, it 
  also summons an imp. To enter the contract the devil and 
  the character making the deal must recite the terms of the 
  contract while putting a ring on each other ring finger. 
  After which neither can’t take off the ring. 
  Cutting their fingers and throwing the rings into molten 
  lava destroys the rings and voids the contract. 
  IRREPLACEABLE ART 
  The devil produces one unique painting, that a character 
  with proficiency in Painter’s Supplies recognizes as worth 
  at least 1.000 gp. To enter the contract the devil and the 
  character making the deal must write down the terms of 
  the contract over the painting, ruining the precious piece 
  of art. 
  Restoring the painting with a successful DC 20 
  Intelligence check using Painter’s Supplies voids the 
  contract, and causes the character and devil to go blind. A 
  greater restoration spell or similar magic ends the effect 
  on its recipient. 
  WRITTEN IN ICE 
  The devil produces a giant ice cube with the contract 
  frozen inside. To enter the contract the devil and the 
  character making the deal must lick the ice cube, 
  damaging their tongues in the process. 
  Melting the ice cube voids the contract, but it won’t melt 
  unless it is by magical means. 
   
   
   
   
   
  
   
  12 
  FLYING DISASTER 
  lways remember, before sharing a good idea with a 
  devil, make him sign a contract so he can’t profit of 
  the idea without your consent. If you don’t protect 
  your ideas, no copyright law in the universe will stop 
  them. 
  -Azzael Ulbrinter 
  A STORY OF COPYRIGHT 
  A gnome arrived to Avernus some time ago and he needed 
  a way to descend from a high place, after looking some 
  leaves falling slow, he realized that he could use hot air to 
  lift him in the air. The gnome didn’t further develop the 
  idea but shared it with an inventor horned devil named 
  Bazelsteen (See Stygian Dock from Baldur’s Gate: Descent 
  into Avernus). Bazelsteen not only used that concept, but 
  also found out that stitching some lemure skin was enough 
  to create a balloon that could be lifted by hot air, he called 
  it a Flying Pain.  
  Bazelsteen used his creation to ride non-flying devils as 
  a recreation for a while, he finally got the attention of a pit 
  fiend that asked him to create a war machine with this 
  concept. Bezelsteen ended up creating a huge flying war 
  machine, which he named Flying Nightmare. 
  FLYING MISHAPS 
  A flying infernal war machines have its own mishap table, 
  as they have different problems. Flying war machines roll 
  on the flying mishap table in the same situations as other 
  war machines would, indicated on Appendix B from 
  Baldur’s Gate: Descent into Avernus, but additionally they 
  also roll if they are affected by strong winds such as with 
  the gust of wind and control winds spells. 
   
   
  FLYING MISHAPS TABLE 
   
   
  d20 
  Mishap 
   
  Repair DC 
  1 
  Hot Burner. The furnace is burning and 
  lifting the vehicle. At the start of each 
  round until the mishap ends, the vehicle 
  ascends 10 feet and takes 10 (3d6) fire 
  damage. 
  15 (Dex) 
  2-4 
  Untameable Winds. When moving, the 
  vehicle uses all its movement on a random 
  direction (Determined by a d8) until the 
  mishap ends. 
  15 (Str) 
  5-7 
  Air Leak. At the start of each round until 
  the mishap ends, the vehicle descends 10 
  feet. 
  15 (Dex) 
  8-10 
  Bombardment Leak. At the start of each 
  round, the vehicle drops one ammunition 
  from the bombardment room station. 
  That station can’t be used until the 
  mishap ends. 
  20 (Str) 
  11-13 
  Deafening Cry. The stitched lemures start 
  wailing at the same time. Until the mishap 
  ends, any creature inside the vehicle is 
  deafened. 
  20 (Cha) 
  14-16 
  Structural Damage. The joints of the 
  vehicle start getting loose. The vehicle’s 
  Strength score is reduced by 2 until the 
  mishap ends. 
  15 (Dex) 
  17-19 
  Shaken by the Wind. Until the mishap 
  ends, the vehicle is under the Untameable 
  Wind mishap and the Damaged Axle 
  mishap (From Baldur’s Gate: Descent into 
  Avernus) 
  20 (Str) 
  20 
  Free Fall. The vehicle falls and hits the 
  ground. Any creature that can’t fly also fall 
  and takes damage as normal. 
  None 
  
   
  13 
  FLYING PAIN 
  The Flying Pain handles like a hot air balloon and is used 
  merely for recreational travels. The balloon itself is made 
  with lemure skin (which are still alive and completely 
  aware of their pain), the basket is made with their bones. 
  An engine and an infernal furnace provide the heat 
  necessary to lift the vehicle. 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Flying Pain 
   
   
   
   
   
   
   
   
   
  FLYING NIGHTMARE 
  The Flying Nightmare works like a semi-regid airship and 
  is used in war alongside Zariel’s flying fortresses dropping 
  bombs on their enemies. The envelope is still done with 
  stitched lemure skin, but the structure has been replaced 
  with infernal iron to make it more durable and bigger. 
  The Flying Nightmare is also armed to defend itself from 
  flying demons like vrocks. 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
  Flying Nightmare 
    
   
   
   
  FLYING PAIN
  Huge vehicle (8,000 lb.)
  Creature Capacity 4 Medium creatures
  Cargo Capacity 100 lb.
  Armor Class 24 (19 while motionless)
  Hit Points 20 (damage threshold 5, mishap threshold 10)
  Speed 0 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  20 (+5)
  10 (+0)
  Damage Inmunities fire, poison, psychic
  ACTIONS
   
  Helm (Requires 1 Crew and Grants Half Cover).   Drive and 
  steer the Flying Pain.
  0
  0
  0
  Condition Inmunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, stunned, unconscious
  Basket Cover.  The Flying Pain grants Half Cover to all it's 
  passangers.
  Prone Deficiency.  If the Flying Pain falls prone, it can't right 
  itself and is incapacitated until pulled outright.
  Steer Deficiency.  The driver can't steer the Flying Pain against 
  the wind.
   
  FLYING NIGHTMARE
  Gargantuan vehicle (5,800 lb.)
  Creature Capacity 10 Medium creatures
  Cargo Capacity 1 ton
  Armor Class 23 (19 while motionless)
  Hit Points 100 (damage threshold 10, mishap threshold 20)
  Speed 0 ft., fly 140 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  12 (+1)
  Damage Inmunities fire, poison, psychic
  ACTIONS
   
  Prone Deficiency.  If the Flying Nightmare falls prone, it can't 
  right itself and is incapacitated until pulled outright.
  Helm (Requires 1 Crew and Grants Half Cover).   Drive and 
  steer the Flying Nightmare.
  Bombardment Room (Requires 2 Crew and Grants Full 
  Cover).  Ammunition:  10 bombs.The crew drops a bomb directly 
  under the Flying Nightmare. The bomb explodes on impact 
  dealing 24 (7d6) fire damage to creatures within 10 feet of the 
  explosion. A succesfull DC 12 Dexterity saving throw halves the 
  damage.
  2  Harpoon Flingers (Each Station Requires 1 Crew and 
  Grants Half Cover).  Ammunition:  10 harpoons. Ranged 
  Weapon Attack:  +9 to hit, reach 120 ft., one target. Hit:  13 (2d8 
  + 4) piercing damage.
  0
  0
  0
  Condition Inmunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, stunned, unconscious
  Magic Weapons.  The Flying Nightmare's weapon attacks are 
  magical.
  
   
  14 
  MORE FIENDS 
  ust when you thought that you have had enough of 
  those rotten foul creatures, there is another even 
  more disgusting one to look at. I wish for the day 
  when we get to slain all of the fiends, but it looks like 
  something we won’t achieve on this life. 
  -Azzael Ulbrinter 
  DEMONS 
  CARNAGE DEMON 
  Have you wondered how dretches can run into battle so 
  fast? Well, most of those times if because their masters 
  have unleashed carnage demons behind them and the 
  dretches are running for their lives. 
  Carnage demons live to destroy and kill, even its own 
  allies. By themselves they don’t offer much of a threat, but 
  by unleashing multiple carnage demons they go rampage 
  together slamming their enemies and allies alike with 
  their powerful fists. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CARNAGE DEMON
  Medium fiend (demon), chaotic evil
  Armor Class 10
  Hit Points 20 (3d8 + 6)
  Speed 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  14 (+2)
  5 (-3)
  6 (-2)
  6 (-2)
  Saving Throws Dex +2, Con +4, Wis +1
  Skills Perception +2, Survival +2
  Damage Inmunities lightning, poison
  Condition Inmunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Abyssal
  Challenge 2 (450 XP)
  ACTIONS
   
  Damage Resistances acid, cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with silvered 
  weapons
  Carnage.  For each other carnage demon within 30 feet, the 
  carnage demon gains a +1 bonus on attack rolls and damage 
  rolls, up to a maximum of +5.
  Magic Resistance.  The demon has advantage on saving throws 
  against spells and other magical effects.
  Reaving Fists.  The carnage demon's Slam attacks ignore half 
  and three-quarters cover.
  Multiattack.  The demon makes two slam attacks.
  Slam.  Melee Weapon Attack : +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d4 + 5) bludgeoning damage.
  Destructive Apetite.  At the end of each of the carnage demon's 
  turns, if it hasn't attacked a creature this turn and there's a 
  creature within 5 ft., the carnage demon attacks that creature with 
  a Slam attack.
  
   
  15 
  JOVOC 
  These small demons are personification of the chaos that 
  created them. Bigger demons use Jovocs as meat shields, 
  as the Jovocs possess the special ability to reflect all the 
  damage they take. This combined with the fact that those 
  little scoundrels have tough bodies and resilience, makes 
  them really devastating when they attack in big numbers. 
  Jovocs like to fight in trios, hiding close to their foes, 
  and instead of ambushing them, they start hurting each 
  other with their claws to transfer the damage to their 
  surprised enemies. 
   
   
   
   
   
  JOVOC
  Small fiend (demon), chaotic evil
  Armor Class 12
  Hit Points 52 (8d6 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  16 (+3)
  7 (-2)
  10 (+0)
  7 (-2)
  Saving Throws Dex +4, Con +5, Cha +2
  Skills Insight +2, Perception +2, Stealth +5
  Damage Resistances cold, fire, lightning
  Damage Inmunities poison
  Condition Inmunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Abyssal
  Challenge 3 (700 XP)
  ACTIONS
   
  Summon Demon (1/Day).  As an action, the demon can attempt 
  a magical summoning. The Jovoc has a 25 percent chance of 
  summoning another Jovoc.
  Multiattack.   The devil makes two attacks: one with its bite and 
  one with its claws.
  Bite.  Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d4 + 1) piercing damage.
  Claw.  Melee Weapon Attack : +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  Magic Resistance.  The demon has advantage on saving throws 
  against spells and other magical effects.
  Regeneration.  The Jovoc regains 5 hit points at the start of its 
  turn if it has at least 1 hit point.
  Retribution Aura.  Whenever the Jovoc takes damage, each 
  creature within 30 ft from the Jovoc that isn't a demon must make 
  a DC 15 Constitution saving throw, taking an equal ammount of 
  damage on a failed save, or half as much on a succesful one.
  
   
  16 
  DEVILS 
  REMMANON 
  There’s many tales of strong alliances and kingdoms that 
  have fallen because of the greed, jealously or lust of their 
  members, the truth is, devils enjoy planting seeds of 
  discord and breaking apart alliances and tainting their 
  souls with evils, but no devil does it better than the 
  remmanons. Remmanons infiltrate on even the strongest 
  alliances and start seeding friction within its members 
  with the aid of its spells and its minions. Friendships starts 
  to dwindle; relationships break and the once allies starts 
  buying mercenaries to kill each other. 
  Remmanons desire to create conflict and see the 
  downfall of the forces of good into evil. Other lesser devils 
  might think that the remmanons take too much time 
  planning and acting subtly, but in truth, no devil is more 
  effective at tainting good aligned mortals as the 
  remmanons, and they know it. 
  Remmanons aren’t physically strong and can’t do much 
  damage by themselves, instead, they prefer to confuse 
  their opponents to kill each other while hovering. 
  Summoning devils to finish the job. 
   
   
   
   
   
   
   
   
  REMMANON
  Medium fiend (devil), lawful evil
  Armor Class 18 (natural armor)
  Hit Points 170 (20d8 + 80)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  19 (+4)
  18 (+4)
  23 (+6)
  24 (+7)
  25 (+7)
  Saving Throws Int +10, Wis +11, Cha +11
  Skills Deception +11, Insight +11, Persuasion +11
  Damage Resistances acid, cold
  Damage Inmunities fire, poison
  Condition Inmunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 17
  Languages Infernal, telepathy 120 ft.
  Challenge 12 (8,400 XP)
  ACTIONS
   
  Multiattack.  The devil makes two attacks with its hellfire touch.
  Hellfire Touch.  Melee Weapon Attack : +8 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire 
  damage.
  Insidious Aura.  The remmanon emmits an aura that feeds on 
  their enemies doubts and fears. A creature that starts its turn 
  within 30 feet of the remmanon must make a DC 19 Wisdom 
  saving throw, unless the fiend is incapacitated. On a failed save, 
  the creature is under the effects of the confusion  spell until the 
  start of its next turn. If a creature's saving throw is succesful, the 
  creature is immune to the remmanon's Insidious Aura for the next 
  24 hours.
  Devil's Sight.  Magical darkness doesn't impede the devil's 
  darkvision.
  Flyby.  The devil doesn't provoke an opportunity attack when it 
  flies out of an enemy's reach.
  Innate Spellcasting.  The remmanon's spellcasting ability is 
  Charisma (spell save DC 19). The remmanon can innately cast 
  the following spells, requiring no material components:
  At will: detect evil and good, disguese self
  1/day each: teleport
  Magic Resistance.  The devil has advantage on saving throws 
  against spells and other magical effects.
  Summon Devil (1/Day).  As an action, the devil can attempt a 
  magical summoning. The remmanon has a 75 percent chance of 
  summoning 1d3 bearded devils.
  
   
  17 
  STITCHED DEVIL 
  Mad Maggie isn’t the only hag in Avernus creating 
  abominations from fiendish remains as the one we find in 
  Baldur’s Gate: Descent into Avernus, named Mickey. Many 
  night hags collect devil corpses and stitch their pieces 
  together to create these kinds of foul creatures, after all, 
  you shouldn’t waste anything in Avernus. 
  For the devils, creatures of pure law and order, being a 
  stitched devil is motive of agony and misery. They are not 
  accepted by other devils and they don’t have a place on the 
  devil hierarchy. It is not common to see them fighting in 
  the Blood War or serving devils, instead, they are more 
  likely to be seen alongside their hag creator.  
  They express their suffering by casting the phantasmal 
  killer spell on their enemies, an evil aligned creature that 
  fails its saving throw against the spell will usually be 
  haunted by its own evil acts taking a toll on its soul. 
   
  RANDOM STITCHED DEVIL APPEARANCE 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  STITCHED DEVIL
  Large fiend (devil), lawful evil
  Armor Class 20 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  20 (+5)
  7 (-2)
  17 (+3)
  17 (+3)
  Saving Throws Str +5, Con +8
  Skills Deception +6, Insight +6, Intimidation +6, Perception +6
  Damage Resistances acid, cold
  Damage Inmunities fire, poison
  Condition Inmunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Infernal, telepathy 120 ft.
  Challenge 9 (5,000 XP)
  ACTIONS
   
  Devil's Sight.  Magical darkness doesn't impede the devil's 
  darkvision.
  Pain Aura.  A creature that starts its turn within 30 feet of the 
  sitched devil must make a DC 16 Charisma saving throw, unless 
  the fiend is incapacitated. On a failed save, whenever the 
  creature takes damage while still withing 30 feet of the stitched 
  devil, it takes an additional 1d6 psychic damage. If a creature's 
  saving throw is succesful, the creature is immune to the stitched 
  devil's Pain Aura for the next 24 hours.
  Multiattack.   The devil makes three attacks: one with its bite and 
  two with its claws.
  Bite.  Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: 
  9 (1d8 + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  Magic Resistance.  The devil has advantage on saving throws 
  against spells and other magical effects.
  Inmutable Form.  The stitched devil is inmune to any spell or 
  effects that would alter its form.
  Innate Spellcasting.  The stitched devil's spellcasting ability is 
  Charisma (spell save DC 16). The stitched devil can innately cast 
  the following spells, requiring no material components:
  At will: dispel magic
  1/day each: blight, phantasmal killer
  d6 
  Body Part 
   
  d8 
  Devil Origin 
  1 
  Head 
   
  1 
  Imp 
  2 
  Torso 
   
  2 
  Spined Devil 
  3 
  Left Arm 
   
  3 
  Bearded Devil 
  4 
  Right Arm 
   
  4 
  Barbed Devil 
  5 
  Left Leg 
   
  5 
  Chain Devil 
  6 
  Right Leg 
   
  6 
  Bone Devil 
   
  7 
  Horned Devil 
   
  8 
  Ice Devil 
  
   
  18 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/Azzael's Guide to Avernus.pdf