TEXT: 	
  	
   
   
  
  	
  Abyssal	Incursion	
  An	expansion	for	Baldur’s	Gate:	Descent	into	
  Avernus	
  	
  	
  Designer:	James	Introcaso	
  	
  Cartography:	Kayla	Cline	and	Wizards	of	the	Coast	
  	
  Art:	Publisher’s	Choice	Quality	Stock	Art	©	Rick	Hershey	/	Fat	Goblin	Games	and	Wizards	of	the	Coast	
  	
  Special	Thanks:	Chris	Lindsay	and	Adam	Lee	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Disclaimer:	James	Introcaso	is	not	responsible	for	any	sudden	savagery,	grossness,	or	hunger	pangs	for	humanoid	flesh	that	may	occur	while	
  interacting	with	Baphomet	and	Yeenoghu.	
  	
  	
  
  	
  ABYSSAL	INCURSION	
  2	
  Introduction	
  The	River	Styx	is	more	than	a	magical,	mind-
  wiping	river.	It	is	a	path	that	connects	the	Lower	
  Planes	of	the	multiverse.	Demons	from	the	Abyss	
  ride	this	river	into	Avernus,	where	they	clash	
  with	devils	in	the	never-ending,	brutal	conflict	
  known	as	the	Blood	War.	
  	 Abyssal	Incursion	provides	three	new	
  adventure	locations	you	can	add	to	Avernus,	
  which	is	detailed	in	chapter	3	of	Baldur’s	Gate:	
  Descent	into	Avernus.	These	new	locations	hold	
  challenges,	rewards,	and	expand	the	story	of	the	
  adventure.	The	characters	can	visit	one	or	more	
  of	these	locations	as	they	explore	Avernus	and	
  search	for	ways	to	free	the	city	of	Elturel	from	
  the	Nine	Hells.	Each	location	can	be	anywhere	
  you	like	on	the	River	Styx.	
  Overview	
  This	supplement	has	the	following	sections:	
  • Chapter	1:	Elemental	Galleon.	An	elemental	
  galleon	from	the	world	of	Eberron	is	stuck	in	
  the	River	Styx.	If	the	characters	can	deal	with	
  the	boat’s	yugoloth	inhabitants	and	find	a	way	
  to	get	the	vessel	moving,	they	can	use	the	boat	
  to	traverse	the	river.	
  • Chapter	2:	Baphomet’s	Barge.	Baphomet	has	
  invaded	the	Nine	Hells	aboard	his	war	barge.	
  The	characters	might	come	here	to	cut	a	deal,	
  free	a	prisoner,	or	battle	Baphomet.	
  • Chapter	3:	Yeenoghu’s	Monster.	Yeenoghu’s	
  forces	ride	the	River	Styx	in	a	massive	beast	
  called	Crokek’toeck.	The	characters	might	
  enter	the	beast	for	any	number	of	reasons,	like	
  to	destroy	the	demon	lord	or	to	use	
  Crokek’toeck’s	bile	as	a	way	to	break	the	
  chains	of	Elturel.	
  • Appendix	A:	Monster	&	NPC	Statistics.	
  Statistics	for	creatures	used	in	the	locations	
  not	found	in	the	Monster	Manual.	
  • Appendix	B:	Magic	Items.	Descriptions	for	
  magic	items	found	in	the	locations	not	found	in	
  the	Dungeon	Master’s	Guide.	
  Using	the	Locations	
  To	use	the	locations	in	Abyssal	Incursion,	you	
  need	the	D&D	fifth	edition	core	rulebooks:	
  Player’s	Handbook,	Dungeon	Master’s	Guide,	and	
  Monster	Manual.	You	also	need	a	copy	of	Baldur’s	
  Gate:	Descent	into	Avernus,	though	with	
  adjustment	you	could	use	these	locations	as	part	
  of	another	adventure.	You	may	also	want	to	add	
  encounters	from	the	DM’s	Guild	Adepts	product,	
  Encounters	in	Avernus,	which	contains	an	entire	
  chapter	devoted	to	encounters	on	the	River	Styx.	
  	 The	Monster	Manual	contains	stat	blocks	for	
  most	of	the	creatures	found	in	this	product.	All	
  the	necessary	stat	blocks	are	included	there	or	in	
  appendix	A.	When	a	creature’s	name	appears	in	
  bold	type,	that’s	a	visual	cue	for	you	to	look	up	
  the	creature’s	stat	block	in	the	Monster	Manual,	
  unless	the	text	instead	refers	you	to	the	monster	
  appendix	in	this	book.	
  	 Spells	and	equipment	mentioned	in	the	text	
  are	described	in	the	Player’s	Handbook.	Magic	
  items	are	described	in	the	Dungeon	Master’s	
  Guide,	unless	the	adventure’s	text	directs	you	to	
  an	item’s	description	in	appendix	B.	
  Text	that	appears	in	a	box	like	this	is	meant	to	be	
  read	aloud	or	paraphrased	for	the	players	when	
  their	characters	first	arrive	at	a	location	or	under	a	
  specific	circumstance,	as	described	in	the	text.	
  Descriptive	Bullet	Points	
  This	product	uses	descriptive	bullet	points	to	
  help	DMs	parse	information	the	first	time	the	
  characters	enter	a	new	area.	
  • Text	that	is	in	italics	like	this	can	be	read	aloud	
  or	paraphrased	to	the	players.	
  • (Text	in	parentheses	like	this	contains	
  information	that	is	likely	hidden	from	the	
  characters	when	they	first	enter	the	area.)	
  
  	
  ABYSSAL	INCURSION	
  3	
  Abbreviations	
  The	following	abbreviations	appear	in	this	book:	
  • AC	=	Armor	Class	
  • DC	=	Difficulty	Class	
  • XP	=	experience	points	
  • pp	=	platinum	piece(s)	
  • gp	=	gold	piece(s)	
  • sp	=	silver	piece(s)	
  • cp	=	copper	piece(s)	
  • NPC	=	nonplayer	character	
  • DM	=	Dungeon	Master	
  Encounter	Difficulty	
  Most	of	the	encounter	locations	contain	
  challenges	appropriate	for	characters	of	levels	8	
  and	9.	There	are	some	encounters	contained	in	
  chapters	2	and	3	that	are	far	beyond	the	combat	
  capabilities	of	characters	of	these	levels,	since	
  characters	may	approach	Baphomet	or	
  Yeenoghu	during	the	end	of	their	adventures	in	
  Avernus.	You	can	add	monsters	and	adjust	hit	
  points	and	other	statistics	as	necessary	to	
  change	the	difficulty	of	these	encounters	as	you	
  see	fit.	
  	
  
  	
  ABYSSAL	INCURSION	
  4	
  Chapter	1:	Elemental	Galleon	
  Faerûn	is	not	the	only	world	of	the	Material	
  Plane.	In	the	heroic	fantasy	world	of	Eberron	
  ships	powered	by	bound	water	elementals	move	
  through	the	seas	at	tremendous	speeds.	One	of	
  these	elemental	galleons,	the	Mirror’s	Edge,	lies	
  inactive	in	the	River	Styx,	beached	against	a	
  stone	island.	While	the	boat	attracts	some	talk	
  among	the	fiends	of	Avernus,	the	galleon’s	
  arrival	coincided	with	that	of	Baphomet	and	
  Yeenoghu.	The	devils	are	too	busy	fighting	off	
  invaders	to	investigate	the	boat,	but	the	Blood	
  War	has	not	deterred	an	arcanaloth	from	
  claiming	the	ship	as	his	own.	
  Story	Hooks	
  The	characters	might	come	to	the	elemental	
  galleon	for	the	following	reasons:	
  • They	hear	about	or	see	the	galleon	and	wish	to	
  search	for	survivors,	search	for	treasure,	or	
  claim	the	ship.	
  • They	learn	the	ship	is	filled	with	mercenary	
  yugoloths	and	wish	to	hire	the	fiends	for	help	
  in	Avernus.	
  Mark	of	Storm	
  Elemental	galleons	are	powered	by	a	water	
  elemental	bound	in	a	ring	that	surrounds	the	
  ship.	These	galleons	are	owned	and	crewed	by	
  the	half-elf	merchant	family	known	as	House	
  Lyrandar.	Some	members	of	House	Lyrandar	are	
  blessed	with	magic	sigils	on	their	skin	called	
  dragonmarks.	Among	other	uses,	the	magic	of	
  the	Lyrandar	dragonmark,	the	Mark	of	Storm,	
  controls	and	guides	the	elementals	bound	to	the	
  galleons.	Most	galleons	can	only	be	piloted	by	a	
  creature	with	the	Mark	of	Storm,	but	the	
  modifications	made	to	the	Mirror’s	Edge	to	allow	
  it	hold	a	Stygian	water	elemental	also	allow	
  anyone	to	pilot	the	ship	once	a	dragonmarked	
  member	of	House	Lyrandar	binds	the	elemental.	
  The	Failed	Experiment	
  Barriel	d’Lyrandar,	a	dragonmarked	half-elf	
  wizard	and	captain	of	the	Mirror’s	Edge,	believed	
  she	could	create	an	even	faster	galleon	if	she	
  bound	an	elemental	formed	of	the	wild	waters	of	
  the	River	Styx	to	her	vessel.	Using	her	house’s	
  considerable	resources,	she	transported	the	
  Mirror’s	Edge	and	its	crew	to	Avernus.	Barriel	
  enacted	a	ritual	that	created	a	Stygian	water	
  elemental	and	bound	it	to	the	galleon.	
  	 The	elemental	made	the	vessel	faster	than	
  anticipated,	and	the	ship	wound	up	beached	on	
  the	rocks	of	an	island	in	the	river.	The	crash	
  caused	several	sailors	to	be	thrown	over	the	
  deck	into	the	water.	Those	who	didn’t	fall	into	
  the	river	fell	victim	to	its	effects	when	the	
  elemental	came	free	and	attacked,	leaving	the	
  crew,	including	Barriel,	under	the	effect	of	a	
  feeblemind	spell.	Barriel	managed	to	lock	the	
  elemental	in	an	iron	flask	before	succumbing	to	
  the	effects	of	the	Stygian	water.	
  The	Arcanaloth	
  Vorcas,	an	arcanaloth	in	Avernus	hoping	to	profit	
  from	the	Blood	War,	got	news	of	the	ship	and	
  investigated	the	vehicle	with	a	pack	of	
  mezzoloths.	After	killing	the	remaining	crew	and	
  throwing	the	corpses	overboard,	Vorcas	scours	
  Barriel’s	mind.	If	the	arcanaloth	can	find	out	how	
  the	ship	works,	he	can	use	the	powerful	tool	or	
  sell	it.	His	attempts	to	wrench	answers	out	of	
  Barriel	yield	little	information.	
  	
  
  	
  ABYSSAL	INCURSION	
  5	
  Approaching	the	Ship	
  The	Mirror’s	Edge	sits	in	the	middle	of	the	River	
  Styx,	partially	beached	against	a	small	rock	
  island.	When	the	characters	see	the	galleon	in	
  the	distance,	read	or	paraphrase	the	following	
  boxed	text	to	set	the	scene:	
  A	galleon	with	no	sails	and	enormous	wooden	
  arches	extending	from	its	single	mast	and	sides	is	
  beached	against	an	island	in	the	River	Styx.	The	
  arches	look	as	if	they	hold	an	invisible	ring	that	
  encircles	the	vessel.	
  	 The	side	of	the	ship	is	painted	with	the	faded	
  image	of	a	shield	containing	the	swirling	kraken	
  tentacles	framed	by	four	lightning	bolts	above	the	
  word,	“LYRANDAR.”	Below	this	sigil	is	the	name	
  “MIRROR’S	EDGE”	in	flowing	script.	
  A	successful	DC	13	group	Dexterity	(Stealth)	
  check	approaches	the	galleon	without	the	
  mezzoloths	in	area	G1	noticing.	If	the	mezzoloths	
  do	notice	the	characters	approaching,	they	
  prepare	to	attack	but	wait	until	the	characters	
  are	onboard	the	ship.	They	do	not	want	to	draw	
  any	unnecessary	attention	to	themselves	and	are	
  willing	to	let	the	characters	pass	by	the	ship.	
  Ship	Features	
  The	galleon	has	the	following	features:	
  • The	Mirror’s	Edge	has	the	statistics	of	a	galley	
  (see	“Owning	a	Ship”	in	chapter	5	of	the	
  Dungeon	Master’s	Guide)	except	that	its	speed	
  is	30	mph	when	powered	by	the	Stygian	water	
  elemental	and	it	only	requires	a	crew	of	5.	
  • The	main	deck	of	the	galleon	(area	M1)	is	10	
  feet	above	the	water	level	of	the	River	Styx.	
  • The	areas	below	deck	have	8-foot-high	ceilings	
  with	6-foot-high	doorways	connecting	them.	
  • The	walls	and	doors	of	the	vessel	are	made	of	
  wood.	Doors	have	AC	15,	18	hit	points,	and	
  immunity	to	poison	and	psychic	damage.	
  • The	areas	below	deck	are	brightly	lit	by	
  hanging	lanterns	with	the	continual	flame	spell	
  cast	on	them.	
  Mezzoloth	Loyalty	
  The	mezzoloths	working	for	Vorcas	are	paid	
  1,000	gp	each	for	the	excursion	into	Avernus.	If	
  the	characters	offer	one	of	the	mezzoloths	a	
  reward	worth	more	than	1,000	gp,	the	fiend	
  gladly	works	for	the	characters	instead.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Ship	Areas	
  The	following	encounter	locations	are	keyed	to	
  the	map	of	the	Mirror’s	Edge.	
  M1.	Main	Deck	
  The	main	deck	of	the	ship	has	the	following	
  features:	
  • Two	four-armed	insectoid	fiends	carrying	large	
  tridents	chatter	to	each	other	in	a	strange	
  language.	
  • Loaded	ballistae	on	swivels	are	on	either	side	of	
  the	deck.	
  • The	winds	of	Avernus	howl	over	a	wide	cargo	
  opening	in	the	floor’s	center.	
  Ballistae	
  For	more	information	on	the	ballistae,	see	“Siege	
  Equipment”	in	chapter	8	of	the	Dungeon	Master’s	
  Guide.	
  Cargo	Opening	
  The	opening	in	the	deck	floor	leads	8	feet	down	
  to	area	M6.
  
  	
  ABYSSAL	INCURSION	
  6	
  Mezzoloths	
  The	two	mezzoloths	on	deck	are	bored	and	
  speak	in	Abyssal,	sharing	stories	of	their	battles	
  fighting	the	Blood	War	to	pass	the	time.	They	
  have	orders	from	Vorcas	to	attack	any	intruders.	
  If	a	fight	breaks	out,	both	mezzoloths	in	area	M4	
  investigate.	Each	mezzoloth	fights	until	reduced	
  to	20	hit	points	then	flees.	
  M2.	Forecastle	
  The	forecastle	has	the	following	features:	
  • Dust	covers	a	once-gleaming	steel	ram	in	the	
  shape	of	a	lightning	bolt	affixed	to	the	front	of	
  the	ship.	
  • Stairs	lead	down	10	feet	to	the	main	deck.	
  M3.	Sterncastle	
  The	sterncastle	has	the	following	features:	
  • Carved	to	look	like	a	kraken	spreading	its	
  tentacles	out	evenly	around	a	circle,	the	ship’s	
  wheel	stands	atop	the	deck.	
  • Stairs	lead	down	10	feet	to	the	main	deck.	
  Wheel	
  A	detect	magic	spell	reveals	the	wheel	radiates	
  an	aura	of	abjuration	magic.	A	successful	DC	12	
  Wisdom	(Perception)	check	notices	a	small	
  symbol	carved	into	a	handle	on	the	wheel.	This	
  symbol	is	the	dragonmark	of	House	Lyrandar,	
  the	Mark	of	Storm.	A	character	that	has	seen	
  Barriel	d’Lyrandar	in	area	M5	recognizes	the	
  mark	as	the	same	one	on	her	arm.	
  	 When	Barriel	touches	the	wheel,	the	ship	
  begins	to	hum	with	magic	energy.	If	the	Stygian	
  water	elemental	contained	in	the	iron	flask	in	
  area	M4	is	on	the	deck	of	the	ship	while	Barriel	
  touches	the	wheel,	the	elemental	is	drawn	into	
  the	ring	around	the	ship.	The	power	of	the	
  elemental	being	drawn	into	the	ring	causes	the	
  Mirror’s	Edge	to	shift,	freeing	it	from	the	rock	
  island.	Barriel	does	not	need	to	be	alive	when	
  she	touches	the	wheel	to	activate	its	magic.	
  	 This	ship	has	been	modified	and	can	only	
  contain	an	elemental	formed	of	Stygian	water.	It	
  cannot	contain	typical	elementals,	and	anyone	
  can	pilot	the	galleon	once	the	Stygian	elemental	
  has	been	bound	to	the	ship.	
  M4.	Mates’	Cabin	
  The	Mirror’s	Edge	had	two	mates	who	stayed	in	
  these	quarters.	It	has	the	following	features:	
  • A	pair	of	hammocks	hold	red-eyed	insectoids	
  who	chatter	quietly	to	each	other.	
  • Beneath	each	hammock	stands	a	small	chest.	
  • Several	romance	and	adventure	novels	are	
  scattered	on	the	floor.	
  • Pungent	liquid	tar	fills	a	steel	pail	off	to	the	
  corner.	
  Chests	
  The	chests	hold	clothes	that	belonged	to	the	
  mates	in	the	ship.	A	successful	DC	15	Intelligence	
  (Investigation)	reveals	a	yellow	diamond	is	sewn	
  into	the	lining	of	a	shirt	(see	“Treasure”).	
  Mezzoloths	
  The	two	mezzoloths	talk	with	each	other	in	
  Infernal	about	the	deal	they	have	with	Vorcas,	
  making	sure	they	are	being	paid	equally	then	
  discussing	how	to	get	more	money	from	the	
  arcanaloth.	They	have	orders	to	attack	any	
  intruders.	If	a	fight	breaks	out,	the	two	
  mezzoloths	in	area	M1	investigate.	Each	
  mezzoloth	fights	until	reduced	to	20	hit	points	
  then	flees.	
  Novels	
  The	novels	have	names	like	Ardor	in	Acheron,	
  Held	by	a	Beholder,	Love	in	the	Last	War,	My	
  Flayer,	Tentacle	Flumph,	and	Vorpal	Justice.	
  Tar	Pail	
  A	successful	DC	15	Intelligence	(Investigation)	
  check	notices	that	small	specks	of	tar	splattered	
  on	the	ground	and	walls	all	around	the	bucket,	as	
  if	someone	dropped	something	heavy	inside	of	it,	
  sending	droplets	everywhere.	The	tar	is	cool	
  enough	to	touch	but	it	has	not	yet	hardened	
  thanks	to	the	constant	heat	of	Avernus.	A	
  character	that	dumps	out	or	reaches	inside	the	
  tar	finds	an	iron	flask.	
  
  	
  ABYSSAL	INCURSION	
  7	
  Treasure	
  The	yellow	diamond	sewn	into	the	shirt	is	an	
  elemental	gem.	
  	 The	iron	flask	in	the	tar	pail	contains	the	
  Stygian	water	elemental	Barriel	used	to	power	
  the	Mirror’s	Edge.	This	creature	has	the	statistics	
  of	a	water	elemental	with	the	following	
  changes:	
  • The	elemental	has	168	hit	points.	
  • When	a	creature	that	is	not	a	fiend	takes	
  damage	from	the	elemental’s	slam	or	whelm	
  attack,	it	must	succeed	on	a	DC	20	Intelligence	
  saving	throw	or	suffer	effects	as	if	it	had	failed	
  a	saving	throw	against	a	feeblemind	spell.	If	a	
  creature	fails	its	saving	throw	and	remains	
  under	the	spell’s	effect	for	30	consecutive	days,	
  the	effect	becomes	permanent	(no	save)	and	
  the	creature	loses	all	its	memories,	becoming	a	
  near	mindless	shell	of	its	former	self.	At	that	
  point,	nothing	short	of	a	wish	spell	or	divine	
  intervention	can	undo	the	effect.	
  M5.	Captain’s	Cabin	
  This	captain’s	cabin	belonged	to	Barriel.	It	
  contains	the	following	features:	
  • At	a	circular	table,	a	jackal-headed	fiend	clad	in	
  purple	robes	stares	intensely	at	a	bruised	half-
  elf	with	a	strange	birthmark	on	her	right	
  forearm.	
  • Standing	at	the	door,	an	insectoid	fiend	with	a	
  long	trident	glares	at	the	elf	with	hateful	orange	
  eyes.	
  • An	open	footlocker	sits	near	a	bed	in	the	corner	
  of	the	room.	
  	 Vorcas,	an	arcanaloth,	is	using	the	detect	
  thoughts	spell	to	search	the	mind	of	Barriel	
  d’Lyrandar	(see	appendix	A).	
  Mezzoloth	
  The	mezzoloth	follows	Vorcas’	lead.	When	the	
  arcanaloth	attacks	or	flees,	so	does	the	
  mezzoloth.	
  
  	
  ABYSSAL	INCURSION	
  8	
  Roleplaying	Barriel	
  Barriel	is	under	the	effect	of	the	feeblemind	spell	
  (thanks	to	getting	attacked	by	the	Stygian	water	
  elemental	in	area	M4)	and	cannot	communicate	
  with	the	characters.	If	they	save	her	from	Vorcas,	
  she	follows	them.	The	half-elf	was	put	under	the	
  feeblemind	effect	2d10	days	ago.	
  	 If	the	characters	free	Barriel	from	the	
  feeblemind	effect,	Vorcas’	mind	returns.	She	
  knows	where	to	find	the	iron	flask	(see	area	M4)	
  and	how	to	can	get	the	Mirror’s	Edge	functioning	
  again	(see	“Wheel”	in	area	M3).	As	thanks	for	
  saving	her,	Barriel	lets	the	characters	use	the	
  Mirror’s	Edge	as	long	as	they	need	it	(which	also	
  allows	her	to	continue	her	experiment).	Once	the	
  characters	are	done	with	the	ship,	Barriel	pilots	
  the	vessel	out	of	Avernus	and	tries	to	find	a	route	
  back	to	the	Material	Plane.	
  	 Barriel	is	eccentric.	She	is	inquisitive	to	the	
  point	of	rude	and	fascinated	by	all	things	magic.	
  Roleplaying	Vorcas	
  If	the	characters	battled	the	mezzoloths	in	areas	
  M1	or	M4,	Vorcas	is	aware	the	characters	are	on	
  the	Mirror’s	Edge.	He	prepares	for	the	character’s	
  arrival	by	readying	an	action	to	cast	the	finger	of	
  death	spell	targeting	Barriel	should	the	
  characters	attack.	Vorcas	tells	the	characters	he	
  is	prepared	to	kill	Barriel	if	they	attack	when	
  they	enter	the	room.	He’s	not	bluffing.	If	the	
  characters	attack,	Vorcas	fights	until	reduced	to	
  40	hit	points	then	flees.	
  	 If	the	characters	negotiate	with	Vorcas,	the	
  arcanaloth	proposes	an	agreement.	If	the	
  characters	help	Vorcas	get	the	ship	in	working	
  condition,	the	arcanaloth	drops	them	off	
  anywhere	they’d	like	in	Avernus	before	piloting	
  the	vessel	back	to	his	home	plane	of	Gehenna.	If	
  the	characters	agree,	Vorcas	shares	everything	
  he	knows	about	the	Mirror’s	Edge	(see	“Vorcas’	
  Notes”).	
  	 Vorcas	stays	true	to	his	word,	unless	the	
  characters	openly	carry	a	powerful	artifact	like	
  the	Hand	of	Vecna,	the	Shield	of	Gargauth	(see	
  appendix	C	of	Baldur’s	Gate:	Descent	into	
  Avernus),	or	the	Sword	of	Zariel	(see	appendix	C	
  of	Baldur’s	Gate:	Descent	into	Avernus).	If	this	is	
  the	case,	Vorcas	betrays	the	characters	once	the	
  Mirror’s	Edge	is	operational,	aiming	to	steal	the	
  artifact.	
  	 Vorcas	is	more	dangerous	than	he	seems.	The	
  arcanaloth	is	erudite	and	calm,	even	when	angry	
  or	making	threats.	He	does	not	hesitate	to	betray	
  any	creature	if	it	saves	his	life	or	gains	him	
  wealth.	After	days	of	probing	Barriel’s	mind	and	
  searching	the	ship,	he’s	ready	to	kill	her	and	start	
  experimenting	to	get	the	Mirror’s	Edge	out	of	
  Avernus.	
  Vorcas’s	Notes	
  Vorcas	pieced	together	the	following	
  information	about	the	Mirror’s	Edge	and	wrote	it	
  down	on	the	parchment	on	the	table	in	
  Primordial:	
  • The	Mirror’s	Edge	is	powered	by	a	special	kind	
  of	water	elemental	formed	from	the	waters	of	
  the	River	Styx.	
  • The	strange	mark	on	Barriel’s	forearm	is	tied	
  to	the	wheel	of	the	ship.	When	Barriel	touches	
  the	ship’s	wheel,	it	can	bind	the	elemental	to	
  the	Mirror’s	Edge.	
  • Binding	the	elemental	to	the	ship	should	
  unbeach	the	Mirror’s	Edge	from	the	rocks.	
  • The	Stygian	water	elemental	is	trapped	in	a	
  magic	item	somewhere	on	the	ship,	but	after	
  scouring	the	areas	below	deck	Vorcas	has	not	
  found	it.	
  Treasure	
  In	addition	to	Barriel,	Vorcas,	and	the	
  mezzzoloth’s	equipment,	the	open	footlocker	
  holds	Barriel’s	spare	robes	and	her	spellbook,	
  which	contains	all	of	the	spells	she	has	prepared	
  plus	conjure	elemental,	conjure	minor	elemental,	
  feather	fall,	gaseous	form,	gust	of	wind,	ice	storm,	
  lightning	bolt,	and	thunderwave.	
  M6.	Cargo	Hold	
  Crates	of	food	and	barrels	of	water	meant	for	the	
  crew	of	the	Mirror’s	Edge	were	kept	in	this	area.	
  The	yugoloths	smashed	the	containers	while	
  searching	for	the	Stygian	water	elemental,	
  spilling	the	ruined	contents	over	the	floor.	This	
  area	is	covered	in	difficult	terrain.	
  
  	
  ABYSSAL	INCURSION	
  9	
  Siege	Ammunition	
  There	are	2d10	intact	ballista	arrows	among	the	
  detritus.	
  M7.	Crew	Quarters	
  The	crew	of	the	Mirror’s	Edge	had	private	
  quarters	that	have	been	ransacked	and	
  destroyed	by	yugoloths	hunting	for	the	Stygian	
  water	elemental.	Smashed	chests	and	torn	apart	
  furniture	cover	the	floor.	This	area	is	covered	in	
  difficult	terrain.	
  	
  	
  	
  
  	
  ABYSSAL	INCURSION	
  10	
  Chapter	2:	Baphomet’s	Barge
  Baphomet’s	war	barge	travels	down	the	River	
  Styx,	releasing	hordes	of	demons	into	Avernus	to	
  slaughter	Zariel’s	armies.	Whenever	the	mood	
  strikes	him,	Baphomet	wades	into	the	fray	
  himself,	slaughtering	all	those	who	refuse	to	bow	
  before	him.	The	Horned	King	has	a	score	to	settle.	
  Story	Hooks	
  The	characters	could	arrive	at	Baphomet’s	barge	
  for	one	of	the	following	reasons:	
  • The	characters	come	to	the	barge	to	steal	
  Heartcleaver	(see	appendix	B),	Baphomet’s	
  glaive,	because	it	can	be	used	to	break	the	
  infernal	chains	that	bind	Elturel	like	the	Sword	
  of	Zariel	(see	chapter	5	of	Baldur’s	Gate:	
  Descent	into	Avernus).	
  • The	characters	want	to	kill	or	ally	with	
  Baphomet	(see	chapter	5	of	Baldur’s	Gate:	
  Descent	into	Avernus).	
  • Before	the	characters	traveled	to	Avernus	they	
  learned	from	Sylvira	Savikas	(see	chapter	1	of	
  Baldur’s	Gate:	Descent	into	Avernus)	that	Valla	
  Maltar,	a	human	demonologist	from	
  Candlekeep,	traveled	to	the	Nine	Hells	and	was	
  captured	by	Baphomet.	Sylvira	asks	the	
  characters	to	save	her	friend.	
  • The	characters	agreed	to	free	Alamazeezub	
  (see	area	O8)	as	part	of	a	deal	made	with	
  another	devil.	
  • The	characters	encounter	the	barge	by	chance	
  as	they	travel	the	River	Styx.	
  Baphomet	
  Baphomet	is	the	minotaur	demon	lord	of	the	
  hunt	and	savagery.	His	bloodlust	is	insatiable.	
  The	Prince	of	Beasts	delights	in	the	carnage	of	
  the	Blood	War,	but	this	excursion	into	the	Nine	
  Hells	means	more	than	usual	for	Baphomet.	
  	 The	last	time	the	Horned	King	invaded	Zariel’s	
  realm,	he	fought	the	duchess	one-on-one.	
  Though	neither	killed	the	other,	Zariel	did	
  remove	one	of	Baphomet’s	six	horns.		The	
  obvious	injury	turned	the	Prince	of	Beasts	into	
  the	laughing	stock	of	the	Abyss.	He	returned	to	
  Avernus	with	more	than	a	desire	to	hunt.	
  Baphomet	wants	to	conquer	the	realm	and	
  destroy	Zariel.	
  Roleplaying	Baphomet	
  Baphomet	is	in	Avernus	to	slaughter	his	enemies.	
  His	primal	bloodlust	and	need	for	vengeance	are	
  unstoppable.	Unless	the	characters	find	a	way	to	
  gain	the	upper	hand,	the	Horned	King	attacks	
  them	on	sight.	Baphomet	takes	savage	joy	in	
  murder.	He	fights	to	the	death,	but	does	not	
  pursue	the	characters	if	they	flee	(unless	they	
  steal	Heartcleaver	from	the	demon	lord).	When	
  Baphomet	is	incensed,	the	demon	lord	casts	
  aside	his	glaive,	Heartcleaver	(see	appendix	B),	
  and	attacks	with	his	horns	and	bite	to	prove	his	
  superiority.	
  	 Baphomet	does	not	use	the	abyssal	maze	(area	
  O5)	to	call	forth	demons	to	attack	the	characters	
  until	all	monsters	other	than	himself	on	deck	are	
  dead.	He	saves	his	armies	for	Zariel’s	forces.	
  	 If	the	characters	suffer	defeat	at	the	hands	of	
  Baphomet,	he	takes	them	prisoner.	He	puts	any	
  magic	items	they	have	into	the	dead	purple	
  worm	in	area	O9	then	throws	the	characters	into	
  the	abyssal	maze	(area	O5)	to	entertain	the	
  demons	within.	
  	
  
  	
  ABYSSAL	INCURSION	
  11	
  Approaching	the	Barge	
  Baphomet’s	barge	travels	on	the	River	Styx,	
  prowling	for	devils.	When	Vazlagrub,	
  Baphomet’s	goristro	bodyguard	and	lookout,	
  spies	prey,	the	barge	unleashes	a	horde	of	
  demons.	When	the	characters	see	the	barge	in	
  the	distance,	read	or	paraphrase	the	following	
  boxed	text	to	set	the	scene:	
  The	faint	chattering	of	wicked	beasts	grows	louder	
  as	an	enormous	iron	boat	approaches	on	the	River	
  Styx.	Thick	spikes	on	the	vessel’s	hull	impale	flayed	
  devil	corpses.	Two	enormous	paddle	wheels	on	the	
  port	and	starboard	sides	of	the	barge	keep	it	
  moving	in	the	water.	
  	 Stone	grinds	on	stone	as	a	tiered	and	tapered	
  column	of	discs	in	the	center	of	the	ship’s	deck	
  rotates.	Each	disc	spins	in	a	direction	opposite	to	
  the	ones	above	and	below	it.	
  	 Demons	and	minotaurs	walk	the	deck,	decorated	
  with	hoops	of	bone	through	their	noses.	Towering	
  above	them	bellowing	orders	is	a	great	black-
  furred	minotaur	with	five	horns	sprouting	from	his	
  savage	head.	
  Approaching	the	barge	without	being	seen	is	no	
  easy	task.	Characters	who	approach	via	the	River	
  Styx	must	have	the	pilot	of	their	boat	succeed	on	
  a	DC	17	Dexterity	check	with	water	vehicles	to	
  approach	the	barge	without	being	noticed.	
  Characters	who	approach	via	the	air	must	
  succeed	on	a	DC	17	group	Dexterity	(Stealth)	
  check	to	approach	the	barge	without	being	
  noticed.	Characters	who	fail	or	do	not	make	
  these	checks	are	noticed	by	Vazlagrub	when	they	
  get	within	600	feet	of	the	barge.	
  	 If	the	characters	are	noticed,	Baphomet’s	
  forces	take	a	round	to	raise	the	alarm	
  throughout	the	ship.	Then	the	demons	attack	
  with	the	cannons	(see	“Barge	Features”).	
  Barge	Features	
  The	barge	has	the	following	features:	
  • The	barge	has	800	hit	points,	AC	19,	a	damage	
  threshold	of	25,	and	immunity	to	poison	and	
  psychic	damage.	
  • The	deck	of	the	ship	is	20	feet	above	the	water	
  level	of	the	River	Styx.	
  • The	areas	below	deck	have	30-foot-high	
  ceilings	with	25-foot-high	doorways	
  connecting	them.	
  • The	spiked	hull	of	the	ship	can	be	climbed	
  without	an	ability	check.	
  • If	the	barge	rams	a	creature	or	another	vessel,	
  the	target	takes	16	(3d10)	piercing	damage.	
  • The	foredeck,	port	deck,	starboard	deck,	and	
  stern	deck	each	have	a	loaded	cannon	(see	
  “Siege	Equipment”	in	chapter	8	of	the	Dungeon	
  Master’s	Guide)	shaped	like	a	screaming	
  minotaur	with	ten	cannon	balls	and	a	500-
  pound	barrel	of	smokepowder	set	next	to	it.	
  • If	a	smokepowder	barrel	takes	5	or	more	fire	
  damage,	the	barrel	explodes	in	a	20-foot-
  radius	sphere.	Creatures	in	the	sphere	must	
  make	a	DC	15	Dexterity	saving	throw,	taking	
  33	(6d10)	fire	damage	on	a	failed	save,	and	
  half	as	much	damage	on	a	successful	one.	
  • The	walls	and	doors	of	the	vessel	are	made	of	
  iron.	Doors	have	AC	19,	36	hit	points,	and	
  immunity	to	poison	and	psychic	damage.	
  • The	areas	below	deck	are	brightly	lit	by	
  hanging	lanterns	with	the	continual	flame	spell	
  cast	on	them.	
  Barge	Areas	
  The	following	encounter	locations	are	keyed	to	
  map	of	Baphomet’s	barge.	
  O1.	Foredeck	
  Vazlagrub,	Baphomet’s	goristro	bodyguard,	
  stands	at	the	front	of	the	ship	watching	the	river,	
  shore,	and	skies	for	any	potential	prey.	When	she	
  spots	any	creatures	that	are	not	other	demons,	
  she	yells	back	to	Baphomet	who	gives	the	order	
  to	attack.	If	a	fight	breaks	out,	the	creatures	in	
  areas	O2,	O3,	and	O4	investigate.	
  O2.	Port	Deck	
  Three	horned	vrocks	lounge	about	the	deck,	
  waiting	for	an	opportunity	to	join	the	Blood	War	
  battle.	In	the	meantime	they	try	to	avoid	being	
  given	orders.	If	a	fight	breaks	out,	the	creatures	
  in	areas	O1,	O3,	and	O4	investigate.	
  
  	
  ABYSSAL	INCURSION	
  12	
  O3.	Starboard	Deck	
  A	fur-covered	glabrezu	barks	at	a	crew	of	three	
  minotaurs	that	operate	the	cannons.	When	
  enemies	are	spotted	approaching	the	ship,	they	
  take	up	position	at	a	cannon.	If	a	fight	breaks	out,	
  the	creatures	in	areas	O1,	O2,	and	O4	investigate.	
  O4.	Stern	Deck	
  Baphomet	(see	appendix	A)	barks	orders	in	
  Abyssal	every	demon	on	deck	can	hear	and	acts	
  as	described	in	“Roleplaying	Baphomet.”	If	a	
  fight	breaks	out,	the	creatures	in	areas	O1,	O2,	
  and	O3	investigate.	
  	 If	Baphomet	dies,	the	abyssal	maze	stops	
  functioning	(see	area	O5)	and	the	barge	stops	
  moving	(see	area	O6).	
  Treasure	
  Baphomet	wields	Heartcleaver	(see	appendix	A).	
  O5.	Abyssal	Maze	
  The	abyssal	maze	is	part	building,	part	portal	to	
  the	Abyss	with	the	following	features:	
  • The	maze	is	a	six-story	tapered	column.	Its	
  first	level	has	a	30-foot-radius	bottom	and	its	
  sixth	level	has	a	15-foot-radius	top.	Each	level	
  is	15	feet	high.	
  • The	first,	third,	and	fifth	levels	of	the	structure	
  rotate	clockwise.	The	second,	fourth,	and	six	
  levels	rotate	counter-clockwise.	A	successful	
  DC	17	Strength	(Athletics)	check	climbs	the	
  outside	walls	of	the	maze.	
  • Each	level	has	four	10-foot-high	closed	doors,	
  spaced	evenly	around	the	level.	
  • The	interior	of	the	maze	is	an	ever-shifting	
  series	of	rooms	and	corridors	controlled	by	
  Baphomet.	
  
  	
  ABYSSAL	INCURSION	
  13	
  Linked	to	Baphomet	
  Baphomet’s	abyssal	maze	is	linked	to	his	Endless	
  Maze	layer	of	the	Abyss.	Every	day	the	barge	
  calls	forth	more	demons	from	the	Horned	King’s	
  layer	and	holds	them	in	the	shifting	abyssal	maze.	
  Baphomet	controls	the	structure	with	his	
  thoughts	and	creatures	inside	the	maze	cannot	
  find	their	way	out	upon	entering	it.	
  	 Three	times	per	day	as	an	action,	Baphomet	
  can	make	all	the	corridors	of	the	maze	align	
  toward	exits.	When	this	happens,	the	levels	of	
  the	maze	stop	spinning	and	demons	pour	out	of	
  its	doors	until	the	start	of	Baphomet’s	next	turn.	
  Roll	on	the	Abyssal	Maze	table	to	determine	
  which	demons	come	forth.	
  	 If	Baphomet	dies,	the	maze’s	corridors	align	
  and	it	stops	spinning.	All	of	the	demons	inside	of	
  it	come	pouring	out	(roll	three	times	on	the	
  Abyssal	Maze	table	to	determine	which	demons	
  are	left	inside	the	maze	when	Baphomet	dies).	
  Abyssal	Maze	
  d12	
  Demons	
  1	
  10d10	manes	
  2	
  6d10	dretches	
  3	
  2d8	barlguras	
  4	
  2d6	chasmes	
  5	
  2d6	vrocks	
  6	
  2d4	hezrous	
  7	
  1d6	glabrezus	
  8	
  1d4	nalfeshnees	
  9	
  1	marilith	
  10	
  1	goristro	
  11	
  1	balor	
  12	
  Roll	twice	on	this	table	and	use	both	results	
  	
  	
  Trapped	in	the	Maze	
  Creatures	that	enter	the	maze	become	trapped	
  inside	of	it	and	cannot	escape	until	Baphomet	
  uses	his	action	to	make	the	corridors	of	the	place	
  align	with	the	exits.	Creatures	that	enter	the	
  maze	together	are	able	to	stay	together	inside	of	
  it.	
  	 At	the	start	of	every	hour	one	or	more	
  characters	are	inside	the	maze,	roll	a	d20.	On	a	
  result	of	6	or	more,	the	characters	encounter	one	
  or	more	demons	in	the	maze.	Roll	on	the	Abyssal	
  Maze	table	to	determine	the	demons	they	
  encounter.	On	a	roll	of	5	or	less,	Baphomet	uses	
  his	action	to	open	the	maze,	which	allows	the	
  character	a	chance	to	escape	on	their	next	turn	
  by	using	20	feet	of	movement	to	get	to	the	
  nearest	maze	exit	(chosen	by	the	DM).	
  	 Secret	Exit.	A	character	inside	the	maze	can	
  make	a	DC	25	or	Intelligence	check	with	
  cartographer’s	or	navigator’s	tools	or	Wisdom	
  (Survival)	check	to	find	a	secret	tunnel	that	leads	
  to	one	of	the	doors	on	the	first	level	of	the	tower.	
  On	a	success,	the	character	finds	the	tunnel	and	
  is	able	to	get	out	of	the	maze	after	moving	60	
  feet.	
  	 Valla	Maltar.	Valla	Maltar	(chaotic	good	
  female	Rashemi	human	mage),	a	demonologist	
  from	Candlekeep,	appealed	to	Baphomet	for	help	
  to	try	to	stop	Zariel’s	plan	with	Elturel.	The	
  Horned	King	laughed	at	this	appeal	and	put	Valla	
  in	the	abyssal	maze.	
  	 The	shifting	landscape	of	the	abyssal	maze	
  makes	it	difficult	to	find	Valla	within.	A	character	
  in	the	maze	can	make	a	DC	20	Wisdom	(Survival)	
  check	at	the	start	of	each	hour	they	spend	in	the	
  maze	to	track	Valla.	On	a	success,	the	character	
  finds	her.	
  	 When	found,	Valla	has	no	spell	slots	remaining	
  and	three	levels	of	exhaustion.	Her	knowledge	of	
  demons	kept	her	alive.	If	the	characters	rescue	
  Valla,	she	stays	with	them	until	Elturel	is	saved.	
  Her	knowledge	of	demons	is	second-to-none,	
  and	she	is	brave	to	the	point	of	foolishness.	
  	 If	the	characters	save	Valla,	she	tells	them	
  there	might	be	a	way	to	trick	Yeenoghu	into	
  breaking	the	infernal	chains	that	bind	Elturel.	
  Yeenoghu’s	pet,	Crokek’toeck,	produces	a	bile	in	
  its	liver	the	demon	lord	finds	irresistible	and	
  delicious.	Pouring	this	bile	onto	Elturel’s	chains	
  attracts	the	Beast	of	Butchery	and	makes	him	
  devour	the	chains.	The	bile	is	found	inside	area	
  Y4	of	Crokek’toeck	(see	in	“Yeenoghu’s	
  Monster”).	
  O6.	Crew	Quarters	
  The	maze	that	is	the	crew	quarters	contains	the	
  following	features:	
  • The	smell	of	iron	and	death	permeates	this	
  chamber.		
  • Blood	and	sundered	devil	bodies	cover	the	floor.	
  • Four	snarling,	gore-covered	minotaurs	devour	
  the	corpses.	
  
  	
  ABYSSAL	INCURSION	
  14	
  Minotaurs	
  Four	minotaurs	are	enjoying	a	feast	after	a	long	
  day	of	slaughter.	They	attack	the	characters	on	
  sight	and	fight	to	the	death.	
  O7.	Ammunition	Hold	
  The	cargo	hold	has	the	following	features:	
  • Ten	enormous	barrels	of	smokepowder	are	
  chained	to	the	wall.	
  • One	hundred	cannon	balls	sit	in	divots	in	the	
  floor.	
  Smokepowder	
  The	barrels	of	smokepowder	weigh	500	pounds	
  each	and	are	flammable	(see	“Barge	Features”).	
  If	all	ten	of	the	barrels	explode	at	once	in	this	
  room,	it	causes	enough	damage	to	create	a	hole	
  large	enough	to	sink	the	barge.	
  O8.	Pain	Wheel	
  This	room	contains	the	following	features:	
  • On	the	floor	in	the	center	of	the	room	an	
  enormous	gear	turns	clockwise	as	a	bleeding	pit	
  fiend	wearing	gold	shackles	on	his	wrists	
  marches	on	top	of	the	machinery	to	keep	it	
  moving.	
  • A	balor	roars	with	gleeful	laughter	as	it	flies	
  behind	the	pit	fiend,	whipping	the	devil	to	keep	
  him	moving.	
  • Two	giant	gears	against	the	wall	interlock	with	
  the	larger	gear	at	the	center	of	the	room.	The	
  side	gears	turn	the	barge’s	outside	paddle	
  wheels	to	keep	the	vessel	moving.	
  
  	
  ABYSSAL	INCURSION	
  15	
  Gears	
  The	gear	at	the	center	of	the	room	has	a	30-foot	
  radius	and	a	5-foot	height.	The	side	gears	are	
  each	25	feet	high	and	35	feet	wide.	
  	 The	whole	gear	system	turns	the	paddle	
  wheels	on	the	outside	of	the	barge.	Baphomet	
  bellows	commands	above	deck	when	he	wants	
  the	barge	to	move	forward,	stop,	or	back	up.	If	
  the	gear	stops	turning,	the	barge	stops	moving.	
  Roleplaying	Alamazeezub	
  Alamazeezub,	a	pit	fiend	with	100	hit	points	
  remaining	and	wearing	dimensional	shackles,	is	
  one	of	Zariel’s	generals	who	was	captured	and	
  enslaved	by	Baphomet.	The	pit	fiend	hates	
  Nurgol,	his	balor	jailor.	If	Alamazeezub	notices	
  characters,	he	tries	to	make	a	deal	with	them	for	
  his	freedom	using	telepathy	(see	appendix	A	of	
  Baldur’s	Gate:	Descent	into	Avernus).	
  Alamazeezub	desires	freedom	and	vengeance	
  against	Nurgol	and	Baphomet	above	all.	
  	 If	freed,	Alamazeezub	asks	the	characters	to	
  escort	her	back	to	Zariel’s	flying	fortress	(see	
  chapter	3	of	Baldur’s	Gate:	Descent	into	Avernus).	
  The	pit	fiend	can	help	the	characters	bypass	
  encounters	with	devils	peacefully	while	she	is	
  with	them.	
  Roleplaying	Nurgol	
  Nurgol,	a	balor	with	six	horns,	is	as	savage	and	
  violent	a	demon	as	exists.	The	balor	takes	such	
  pleasure	in	torturing	Alamazeezub,	she	must	
  control	herself	so	she	doesn’t	kill	the	devil.	If	the	
  demon	notices	the	characters,	she	attacks	and	
  fights	until	reduced	to	60	hit	points	then	flees.	
  Treasure	
  Alamazeezub	wears	dimensional	shackles.	
  O9.	Baphomet’s	Quarters	
  A	detect	magic	spell	reveals	that	the	door	to	this	
  chamber	radiates	an	aura	of	transmutation	
  magic.	When	a	creature	that	is	not	Baphomet	
  touches	or	attacks	the	door,	that	creature	must	
  succeed	on	a	DC	17	Wisdom	saving	throw	or	be	
  turned	into	a	goat	as	if	affected	by	the	polymorph	
  spell.	A	dispel	magic	spell	cast	on	the	door	
  renders	the	door’s	magic	inert	for	1	hour.	A	
  character	who	understands	the	nature	of	the	
  door	can	make	a	DC	15	Intelligence	(Arcana)	
  check.	On	a	success,	the	character	knows	a	
  creature	that	smears	Baphomet’s	blood	on	itself	
  before	opening	the	door	is	immune	to	the	
  polymorph	effect.	
  	 Baphomet	prefers	to	stay	above	deck	while	in	
  Avernus	and	uses	his	private	quarters	to	rest	
  when	injured.	This	room	has	the	following	
  features:	
  • Pungent	odors	come	from	a	giant	bed	made	of	
  bones	and	covered	in	the	flayed	skins	of	various	
  creatures.	
  • A	large	gong	and	a	mallet	stand	on	a	5-foot-
  high	table	next	to	the	bed.	
  • The	walls	are	covered	floor-to-ceiling	in	the	
  mounted	heads	of	devils,	celestials,	giants,	
  dragons,	monstrosities,	and	other	large	
  creatures	Baphomet	killed.	
  • The	largest	of	the	trophies	is	the	stuffed	corpse	
  of	a	purple	worm	with	an	open	mouth	is	
  mounted	on	the	ceiling.	
  Gong	
  The	gong	has	a	5-foot	diameter.	A	detect	magic	
  spell	reveals	that	it	radiates	an	aura	of	
  conjuration	magic.	When	the	gong	is	struck,	
  Vazlagrub,	Baphomet’s	goristro	bodyguard,	is	
  immediately	summoned	into	the	room	to	an	
  unoccupied	space	closest	to	the	gong.	
  Mounted	Heads	
  A	detect	magic	spell	reveals	that	five	of	the	
  mounted	dragon	heads,	one	black,	one	blue,	one	
  green,	one	red,	and	one	white,	radiate	auras	of	
  evocation	magic.	When	a	creature	that	is	not	a	
  demon	touches	any	of	the	mounted	heads	or	
  Baphomet’s	bed,	one	or	two	of	the	dragon	heads	
  randomly	activate	and	breathe	a	burst	of	energy	
  at	the	creature	as	rolled	on	the	Mounted	Dragon	
  Heads	table.	The	creature	must	make	a	saving	
  throw	using	the	DC	and	ability	listed	on	the	table,	
  taking	all	the	damage	noted	on	a	failed	save	or	
  half	as	much	on	a	success.	A	dispel	magic	spell	
  cast	on	one	of	the	heads	makes	that	head	unable	
  to	produce	energy	for	1	hour.	
  
  	
  ABYSSAL	INCURSION	
  16	
  Mounted	Dragon	Heads	
  d6	
  Dragon	
  Save	
  Damage	
  1	
  Black	
  DC	18	Dexterity	
  54	(12d8)	acid	
  2	
  Blue	
  DC	19	Dexterity	
  66	(12d10)	lightning	
  3	
  Green	
  DC	18	Constitution	
  56	(16d6)	poison	
  4	
  Red	
  DC	21	Dexterity	
  63	(18d6)	fire	
  5	
  White	
  DC	19	Constitution	
  54	(12d8)	cold	
  6	
  Roll	twice	and	use	both	results,	ignoring	this	result	on	
  subsequent	rolls.	
  Mounted	Worm	
  A	character	can	climb	the	mounted	heads	up	to	
  the	opening	of	the	worm’s	mouth	without	
  needing	to	make	an	ability	check,	though	doing	
  so	sets	off	a	trap	(see	“Mounted	Heads”).	The	
  stretched	corpse	of	the	worm	is	10	feet	high,	50	
  feet	long,	and	20	feet	wide.	
  	 A	3-foot-high,	10-foot-long,	3-foot-wide	iron	
  chest	sits	at	the	tail	end	of	the	worm.	The	chest	
  has	a	glyph	of	warding	spell	cast	on	the	outside	
  of	its	lid.	A	successful	DC	17	Intelligence	
  (Investigation)	check	notices	the	glyph.	If	anyone	
  other	than	Baphomet	touches	the	chest,	the	
  glyph	triggers	a	resurrection	spell	that	brings	the	
  purple	worm	back	to	life	(with	the	normal	
  penalties	of	the	spell).	Any	creature	inside	the	
  worm	when	it	is	brought	back	to	life	counts	as	
  swallowed.	Once	alive,	the	worm	is	able	to	free	
  itself	from	the	hooks	mounting	it	to	the	ceiling	
  on	its	turn	as	part	of	its	movement.	
  Treasure	
  The	chest	inside	the	purple	worm	holds	four	
  diamonds	(worth	500	gp	each),	gauntlets	of	ogre	
  power,	and	10,000	gp.	
  	
  	
  
  	
  ABYSSAL	INCURSION	
  17	
  Chapter	3:	Yeenoghu’s	Monster
  Yeenoghu	travels	Avernus	in	an	enormous	
  demon	called	Crokek’toeck.	The	ancient	being	
  was	created	by	Yeenoghu	and	looks	like	a	giant	
  mudskipper	with	the	fur	and	ears	of	a	hyena.	The	
  massive	creature	can	swim	the	River	Styx,	leap	
  high	into	the	air,	and	cross	the	wastes	of	Avernus	
  while	swallowing	Yeenoghu’s	enemies	and	
  vomiting	the	Beast	of	Butchery’s	hordes	onto	the	
  Blood	War’s	frontline.	
  	 Crokek’toeck	can	be	found	in	the	Scab	that	
  surrounds	the	Bleeding	Citadel	(see	chapter	4	of	
  Baldur’s	Gate:	Descent	into	Avernus)	or	freely	
  roaming	the	wastes	of	Avernus	after	the	
  characters	free	the	fiend	or	destroy	the	Scab.	
  Story	Hooks	
  The	characters	could	face	Yeenoghu	and	
  Crokek’toeck	for	the	following	reasons:	
  • The	characters	come	to	the	barge	to	steal	the	
  Butcher	(see	appendix	B),	Yeenoghu’s	flail,	
  because	it	can	be	used	to	break	the	infernal	
  chains	that	bind	Elturel	like	the	Sword	of	Zariel	
  (see	chapter	5	of	Baldur’s	Gate:	Descent	into	
  Avernus).	
  • The	characters	desire	the	bile	of	Crokek’toeck	
  to	trick	Yeenoghu	into	devouring	the	infernal	
  chains	that	bind	Elturel	(see	area	Y4).	
  • The	characters	agreed	to	free	Calaxat	(see	area	
  Y5)	as	part	of	a	deal	they	made	with	another	
  devil.	
  • If	Crokek’toeck	has	been	freed	from	the	Scab	
  (see	chapter	4	of	Baldur’s	Gate:	Descent	into	
  Avernus)	characters	can	encounter	
  Crokek’toeck	by	chance.	
  
  	
  ABYSSAL	INCURSION	
  18	
  Yeenoghu	
  The	Beast	of	Butchery	is	never	one	to	pass	up	an	
  opportunity	for	slaughter.	Yeenoghu	was	
  defeated	by	Zariel	on	the	Material	Plane	during	
  his	raid	of	the	village	of	Idyllglen,	and	has	never	
  forgotten	the	embarrassment.	His	goal	in	
  Avernus	is	to	cause	as	much	pain	and	frustration	
  to	Zariel	as	possible	while	taking	pleasure	in	the	
  violent	delights	of	the	Blood	War.	
  Roleplaying	Yeenoghu	
  Yeenoghu	is	as	violent	a	being	as	exists	in	the	
  multiverse.	He	does	not	negotiate.	He	does	not	
  retreat	or	surrender.	The	Beast	of	Butchery	lives	
  to	kill,	maim,	and	torture.	
  	 Though	Yeenoghu	enjoys	a	good	kill,	he	and	his	
  minions	take	great	pleasure	in	causing	pain	and	
  sorrow	before	death.	Any	characters	the	demon	
  lord	drops	to	0	hit	points	wake	imprisoned	in	
  area	Y5	of	Crokek’toeck,	perhaps	with	a	missing,	
  devoured	limb	(see	“Injuries”	in	chapter	9	of	the	
  Dungeon	Master’s	Guide).	Yeenoghu	keeps	the	
  characters’	equipment	in	area	Y4	in	the	flesh	
  nodule.	His	minions	torture	the	characters	for	
  2d10	days	before	devouring	them.	
  	 If	the	characters	flee	from	Yeenoghu,	the	
  demon	lord	does	not	give	chase	if	there	are	other	
  enemies	to	slaughter.	Otherwise	Yeenoghu	
  chases	them	(see	“Chases”	in	chapter	8	of	the	
  Dungeon	Master’s	Guide).	
  Approaching	
  Crokek’toeck	
  The	most	likely	place	for	the	characters	to	
  encounter	Crokek’toeck	is	inside	the	Scab	(see	
  chapter	4	of	Baldur’s	Gate:	Descent	into	Avernus).	
  If	the	characters	encounter	Crokek’toeck	outside	
  the	Scab,	use	the	following	information.	
  	 When	the	characters	see	Crokek’toeck	in	the	
  distance,	read	or	paraphrase:	
  Savage	laughter	rings	out	amid	the	sound	of	
  something	enormous	breaching	the	surface	of	the	
  River	Styx.	A	colossal	fur-covered	creature	with	an	
  enormous	head,	bulging	eyes,	two	front	flippers,	
  and	a	long	tadpole	body	stands	on	the	banks	
  vomiting	gnolls	and	demons	out	of	its	maw.	These	
  monsters	hit	the	ground	ready	for	battle,	eager	to	
  consume	all	that	lies	in	their	path.	
  	 Suddenly	the	monster	retches	up	an	enormous	
  fur	ball	that	expands	and	stands	to	become	a	
  horrifying	giant	gnoll	with	matted	hair	wielding	a	
  three-headed	flail.	The	enormous	gnoll	lets	out	a	
  savage	war	whoop	as	he	charges	ahead,	his	
  demonic	minions	following	with	gleeful	hunger.	
  When	the	characters	approach	Crokek’toeck	
  (see	appendix	A),	ten	gnolls,	twenty	dretches,	
  and	Yeenoghu	(see	appendix	A)	walk	alongside	
  the	monster.	Roll	any	die.	On	an	even	roll,	the	
  monsters	are	looking	for	a	fight.	On	an	odd	roll,	
  the	monsters	are	distracted	slaughtering	a	group	
  of	devils.	
  	 If	the	demons	are	looking	for	a	fight,	a	
  successful	DC	20	group	Dexterity	(Stealth)	check	
  sneaks	by	the	fiends	on	land	unnoticed.	If	the	
  demons	are	fighting	devils,	the	characters	have	
  advantage	on	the	check	and	the	DC	is	reduced	to	
  15.	Sneaking	by	the	demons	on	boat	has	the	
  same	DCs	as	the	checks	on	land	but	instead	
  requires	a	Dexterity	check	with	water	vehicles	
  made	by	the	creature	piloting	the	vessel.	
  	 Yeenoghu	acts	as	described	in	“Roleplaying	
  Yeenoghu.”	If	Crokek’toeck	swallows	the	
  characters,	the	demon	lord	does	not	follow	them	
  into	the	beast’s	gullet,	confident	his	minions	
  inside	can	take	care	of	the	intruders.	
  
  	
  ABYSSAL	INCURSION	
  19	
  	
  	
  
  	
  ABYSSAL	INCURSION	
  20	
  Treasure	
  Yeenoghu	wields	Butcher	(see	appendix	B).	
  Getting	Inside	
  There	are	two	ways	to	get	inside	Crokek’toeck.	
  The	first	is	to	get	hit	by	its	bite	attack.	The	
  second	is	to	use	an	action	to	make	a	DC	15	
  Dexterity	(Acrobatics)	check	to	jump	into	
  Crokek’toeck’s	mouth	and	avoid	the	monster’s	
  teeth.	On	a	success	the	creature	jumps	into	
  Crokek’toeck’s	mouth.	On	a	failure	the	creature	
  jumps	into	Crokek’toeck’s	mouth,	but	the	
  creature	takes	44	(10d6	+	9)	piercing	damage	as	
  it	fails	to	avoid	the	demon’s	teeth.	
  Crokek’toeck	Features	
  Crokek’toeck	has	the	following	features:	
  • Crokek’toeck’s	statistics	can	be	found	in	
  appendix	A.	
  • Areas	inside	Crokek’toeck	have	30-foot-high	
  ceilings	with	25-foot-high	doorways	
  connecting	them.	
  • The	walls	and	doors	inside	Crokek’toeck	are	
  made	of	flesh.	Doors	have	AC	15,	36	hit	points,	
  and	immunity	to	poison	damage.	
  • Unless	otherwise	noted	in	an	area’s	
  description,	areas	inside	Crokek’toeck	are	
  brightly	lit	by	hanging	lanterns	with	the	
  continual	flame	spell	cast	on	them.	
  • If	Crokek’toeck	dies,	it	explodes	in	a	cloud	of	
  demon	ichor	and	all	creatures	that	were	inside	
  it	are	outside	occupying	whatever	space	
  Crokek’toeck	occupied.	The	ichor	affects	any	
  characters	inside	Crokek’toeck	when	it	
  explodes	as	if	they	had	fallen	into	an	ichor	lake	
  (see	chapter	3	of	Baldur’s	Gate:	Descent	into	
  Avernus).	
  Crokek’toeck	Areas	
  The	following	encounter	locations	are	keyed	to	
  the	map	of	Crokek’toeck.	
  Y1.	Mouth	
  This	area	has	no	light	sources.	Crokek’toeck’s	
  mouth	contains	the	following	features:	
  • Ten	demons	with	bodies	that	are	mostly	mouth	
  snap	their	jaws	at	one	another.	
  • The	spongy	floor	of	this	moist	chamber	is	made	
  of	Crokek’toeck’s	tongue.	
  Escape	
  A	creature	inside	the	mouth	can	use	an	action	to	
  make	a	DC	15	Dexterity	(Acrobatics)	check	to	
  jump	out	of	Crokek’toeck’s	mouth	and	avoid	the	
  monster’s	teeth.	On	a	success,	the	creature	jumps	
  out	of	Crokek’toeck’s	mouth.	On	a	failure,	the	
  creature	jumps	out	of	Crokek’toeck’s	mouth,	but	
  the	creature	takes	44	(10d6	+9)	piercing	damage	
  as	it	fails	to	avoid	the	demon’s	teeth.	
  Maw	Demons	
  The	ten	maw	demons	(see	appendix	A)	attack	
  intruders	and	fight	until	destroyed.	
  Tongue	Lashing	
  When	combat	happens	in	this	room,	roll	any	die	
  on	initiative	count	0.	On	an	odd	result,	
  Crokek’toeck’s	tongue	swirls	around	its	mouth.	
  Each	creature	in	the	room	must	succeed	on	a	DC	
  15	Dexterity	saving	throw	or	take	11	(2d10)	
  bludgeoning	damage.	
  Y2.	Throat	
  This	area	has	no	light	sources.	Crokek’toeck’s	
  throat	has	the	following	features:	
  • The	walls	of	this	damp,	fleshy	chamber	expand	
  and	contract	a	bit,	like	Crokek’toeck	is	panting.	
  • Gore	stains	are	on	the	walls,	floor,	and	ceiling.	
  Contracting	Throat	
  A	successful	DC	15	Intelligence	(Investigation)	
  check	reveals	that	the	gore	stains	in	the	room	
  
  	
  ABYSSAL	INCURSION	
  21	
  are	the	flattened	remains	of	devils.	The	pattern	
  of	the	remains	suggests	the	entire	chamber	
  contracted	at	once,	crushing	the	devils	inside.	
  	 When	a	creature	that	is	not	a	demon	walks	on	
  the	floor	of	the	throat,	Crokek’toeck	contracts	its	
  throat	in	defense.	All	creatures	in	the	throat	
  when	it	contracts	must	make	a	DC	15	Strength	
  saving	throw,	taking	44	(8d10)	bludgeoning	
  damage	on	a	failed	save,	or	half	as	much	damage	
  on	a	successful	one.	
  	 A	successful	DC	15	Dexterity	(Stealth)	check	
  gets	a	creature	through	the	area	without	
  Crokek’toeck	noticing	any	creature	at	all	was	in	
  its	throat.	
  Y3.	Stomach	
  Crokek’toeck’s	stomach	contains	the	following	
  features:	
  • A	hideous	chorus	of	snores	and	snorts	come	
  from	more	than	fifty	demons	and	gnolls	fast	
  asleep	on	the	floor.	
  • Devil	bones	and	gore	cover	the	fleshy	floor	and	
  walls.	
  	 Thirty	dretches,	twenty	gnolls,	and	one	
  barlgura	sleep	on	the	floor	after	gorging	
  themselves	on	devil	remains.	A	successful	DC	15	
  group	Dexterity	(Stealth)	check	moves	through	
  the	room	without	disturbing	any	of	the	creatures.	
  These	creatures	remain	asleep	for	1d4	hours,	
  unless	they	are	disturbed.	
  	 If	any	of	the	monsters	wake	and	notice	the	
  characters,	they	attack,	shouting	and	waking	the	
  others	in	the	room.	Each	monster	fights	until	
  reduced	to	half	its	hit	points	then	flees.	
  Y4.	Liver	
  The	door	to	this	room	is	sealed	shut	by	a	
  muscular	action	and	only	opens	willingly	for	
  Yeenoghu.	The	door	is	made	of	flesh	and	has	no	
  keyhole.	A	successful	DC	18	Strength	check	
  forces	the	door	open.	A	successful	DC	15	
  Wisdom	(Medicine)	check	reveals	pressure	
  points	that	can	be	rubbed	to	massage	the	door	
  open.	Attacking	the	door	(see	“Crokek’toeck	
  Features”)	or	failing	to	force	it	open	with	a	
  Strength	check	causes	the	creatures	in	area	Y3	to	
  wake.	
  	 Crokek’toeck’s	liver	is	Yeenoghu’s	personal	
  chamber	and	contains	the	following	features:	
  • An	enormous,	slumbering	hyena	with	a	stinger	
  at	the	end	of	a	vicious	bone	tail	gnaws	on	devil	
  bones.	
  • Horrid	odors	come	from	a	giant	pile	of	rotting	
  offal	sits	in	one	corner	of	the	room.	
  • Impaled,	half-gnawed	devil	corpses	hang	from	
  iron	rods	embedded	in	the	walls.	
  • Bubbling,	putrid	bile	fills	a	large	circular	tub	
  made	of	flesh	attached	to	the	floor.	
  • (Hidden	beneath	the	offal	is	a	3-foot-high,	3-
  foot-diameter	circular	flesh	nodule	with	1-
  foot-diameter	opening.)	
  Beetya	
  Beetya,	Yeenoghu’s	prized	shoosuva	(see	
  appendix	A),	is	distracted	by	her	meal	when	the	
  characters	arrive.	A	successful	DC	12	group	
  Dexterity	(Stealth)	check	gets	into	the	room	
  without	her	noticing.	Beetya	attacks	the	
  characters	when	she	notices	them,	unless	they	
  feed	her,	in	which	case	the	shoosuva	doesn’t	
  attack	until	the	characters	run	out	of	food.	
  	 Beetya	fights	to	the	death.	If	the	door	to	this	
  room	is	open	when	combat	breaks	out,	sleeping	
  creatures	in	area	Y3	wake	and	join	the	fray.	
  Flesh	Nodule	
  A	character	who	digs	through	the	offal	uncovers	
  a	flesh	nodule	that	holds	Yeenoghu’s	spoils	of	
  war	(see	“Treasure”)	with	a	successful	DC	10	
  Intelligence	(Investigation)	check.	When	a	
  creature	other	than	Yeenoghu	reaches	into	the	
  nodule’s	opening,	the	nodule	clamps	down	on	
  the	creature’s	hand,	attempting	to	devour	it	by	
  secreting	acid.	That	creature	must	make	a	DC	15	
  Strength	saving	throw.	On	a	failed	save,	the	
  creature	takes	33	(6d10)	acid	damage	and	loses	
  its	arm	(see	“Injuries”	in	chapter	9	of	the	
  Dungeon	Master’s	Guide).	On	a	successful	save	
  the	creature	only	takes	half	the	damage	and	
  manages	to	pull	its	arm	free	before	it	is	
  consumed.	
  	 The	nodule	has	AC	15,	50	hit	points,	and	
  immunity	to	poison	damage.	Destroying	the	
  
  	
  ABYSSAL	INCURSION	
  22	
  nodule	causes	it	to	explode	it	a	burst	of	acid.	
  Creatures	within	20	feet	of	the	nodule	must	
  make	a	DC	15	Dexterity	saving	throw,	taking	55	
  (10d10)	acid	damage	on	a	failed	save,	or	half	as	
  much	damage	on	a	successful	one.	
  	 A	successful	DC	15	Wisdom	(Medicine)	check	
  allows	a	creature	to	reach	inside	the	nodule	
  without	it	clamping	down.	
  Impaled	Corpses	
  A	successful	DC	13	Strength	check	made	as	an	
  action	removes	an	impaled	corpse	from	the	wall.	
  It	takes	Beetya	1d4	minutes	to	consume	a	corpse	
  (see	“Beetya”).	
  	 Climbing	the	walls	in	this	area	does	not	
  require	an	ability	check.	
  Tub	of	Bile	
  Yeenoghu	enjoys	bathing	in	and	drinking	the	bile	
  of	Crokek’toeck.	Any	creature	that	is	not	a	
  demon	that	touches	the	bile	must	succeed	on	a	
  DC	15	Constitution	saving	throw	or	take	16	
  (3d10)	poison	damage	and	become	poisoned	for	
  1	minute.	
  	 The	bile	can	be	used	to	make	Yeenoghu	devour	
  the	infernal	chains	that	bind	Elturel.	Using	the	
  bile	to	have	Yeenoghu	devour	the	chains	is	
  similar	to	using	the	blood	of	a	celestial	to	make	
  Crokek’toeck	devour	the	chains	(see	chapter	5	of	
  Baldur’s	Gate:	Descent	into	Avernus).	
  Treasure	
  The	flesh	nodule	contains	twelve	jets	(worth	100	
  gp	each),	a	+1	wand	of	the	war	mage,	and	7,000	
  gp.	
  Y5.	Spleen	
  Crokek’toeck’s	spleen	serves	as	a	prison	that	
  holds	victims	for	Yeenoghu	and	his	minions	to	
  torture.	It	contains	the	following	features:	
  • Fleshy	tendrils	grow	from	the	floor	and	ceiling	
  to	bind	a	screaming	pale-skinned	devil	with	
  black	feathery	wings.	
  • A	corpulent,	boar-faced	demon	with	tiny	wings	
  gleefully	uses	their	long	claws	to	slowly	wound	
  the	screaming	devil.	
  Roleplaying	Avala	
  Avala,	a	nalfeshnee,	takes	great	pleasure	in	
  torturing	Yeenoghu’s	prisoners.	She	enjoys	
  slicing	off	pieces	of	her	victims	and	devouring	
  those	bits	before	their	eyes.	Avala	is	so	
  consumed	with	her	work	that	a	successful	DC	9	
  group	Dexterity	(Stealth)	check	sneaks	into	the	
  room	unnoticed.	
  	 If	Avala	notices	the	characters,	she	attacks.	She	
  fights	until	reduced	to	50	hit	points	then	flees.	
  Roleplaying	Calaxat	
  Calaxat,	an	erinyes,	is	one	of	Zariel’s	devils,	but	
  her	loyalties	really	lie	with	Bel	(see	chapter	3	of	
  Baldur’s	Gate:	Descent	into	Avernus).	She	
  telepathically	begs	the	characters	to	free	her,	
  offering	them	a	deal	(see	appendix	A	of	Baldur’s	
  Gate:	Descent	into	Avernus).	If	the	characters	free	
  Calaxat	and	have	not	yet	met	with	Bel,	she	begs	
  the	characters	to	escort	her	back	to	the	pit	fiend,	
  promising	an	amazing	reward	of	gold	and	power.	
  The	erinyes	knows	Bel	is	interested	in	meeting	
  with	the	characters.	
  	 Calaxat	is	a	brash	risk-taker,	who	got	herself	
  into	trouble	when	she	tried	to	lead	Yeenoghu’s	
  forces	toward	Zariel,	using	herself	as	bait.	She	
  takes	pleasure	in	risking	her	life	and	the	lives	of	
  others.	
  	 If	freed,	Calaxat	asks	the	characters	to	escort	
  her	back	to	Bel’s	forge.	
  Tendrils	
  Any	of	Yeenoghu’s	demons	or	gnolls	in	this	room	
  can	use	an	action	to	command	the	tendrils	to	
  free	or	release	another	creature	in	the	room.	
  When	the	tendrils	attempt	to	bind	an	unwilling	
  creature,	that	creature	must	succeed	on	a	DC	20	
  Dexterity	saving	throw	to	avoid	being	bound	in	
  the	tendrils.	
  	 A	creature	bound	in	the	tendrils	is	restrained.	
  A	creature	restrained	by	the	tendrils	that	uses	its	
  action	to	make	successful	DC	20	Strength	
  (Athletics)	or	Dexterity	(Acrobatics)	check	frees	
  itself.	A	set	of	tendrils	binding	a	creature	has	AC	
  15,	50	hit	points,	and	immunity	to	poison	
  damage.	
  
  	
  ABYSSAL	INCURSION	
  23	
  Y6.	Intestine	
  Crokek’toeck’s	intestine	is	a	portal	that	leads	to	
  Death	Dells,	Yeenoghu’s	lair	in	the	Abyss.	Once	
  every	12	hours,	a	new	horde	of	creatures	loyal	to	
  Yeenoghu	arrives	in	the	intestine.	Roll	or	choose	
  the	creatures	comes	through	the	portal	on	the	
  Death	Dells	Portal	table.	
  Death	Dells	Portal	
  d20	
  Demons	
  1	
  10d10	manes	
  2	
  10d10	hyenas	
  3	
  6d10	dretches	
  4	
  6d10	gnolls	
  5	
  2d12	ghouls	
  6	
  2d12	giant	hyenas	
  7	
  2d12	maw	demons	(see	appendix	A)	
  8	
  2d10	ghasts	
  9	
  2d4	gnoll	pack	lords	and	2d10	gnolls	
  10	
  2d8	barlguras	
  11	
  2d6	chasmes	
  12	
  2d6	vrocks	
  13	
  2d4	hezrous	
  14	
  2d4	shoosuvas	(see	appendix	A)	
  15	
  1d6	glabrezus	
  16	
  1d4	nalfeshnees	
  17	
  1	marilith	
  18	
  1	goristro	
  19	
  1	balor	
  20	
  Roll	twice	on	this	table	and	use	both	results	
  	
  
  	
  ABYSSAL	INCURSION	
  24	
  Appendix	A:	Creatures	
  The	following	creatures	appear	in	this	
  supplement.	
  Baphomet	
  Huge	fiend	(demon),	chaotic	evil	
  Armor	Class	22	(natural	armor)	
  Hit	Points	275	(19d12	+	152)	
  Speed	40	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 30	(+10)	14	(+2)	 26	(+8)	 18	(+4)	 24	(+7)	 16	(+3)	
  Saving	Throws	Dex	+9,	Con	+15,	Wis	+14	
  Skills	Intimidation	+17,	Perception	+14	
  Damage	Resistances	cold,	fire,	lightning	
  Damage	Immunities	poison;	bludgeoning,	piercing,	and	
  slashing	from	nonmagical	attacks	
  Condition	Immunities	charmed,	exhaustion,	frightened,	
  poisoned	
  Senses	truesight	120	ft.,	passive	Perception	24	
  Languages	all,	telepathy	120	ft.	
  Challenge	23	(50,000	XP)	
  	
  Charge.	If	Baphomet	moves	at	least	10	feet	straight	
  toward	a	target	and	then	hits	it	with	a	gore	attack	on	
  the	same	turn,	the	target	takes	an	extra	16	(3d10)	
  piercing	damage.	If	the	target	is	a	creature,	it	must	
  succeed	on	a	DC	25	Strength	saving	throw	or	be	pushed	
  up	to	10	feet	away	and	knocked	prone.	
  Innate	Spellcasting.	Baphomet’s	spellcasting	ability	is	
  Charisma	(spell	save	DC	18).	He	can	innately	cast	the	
  following	spells,	requiring	no	material	components.	
  At	will:	detect	magic	
  3/day	each:	dispel	magic,	dominate	beast,	hunter’s	mark,	
  maze,	wall	of	stone	
  1/day	each:	teleport		
  Labyrinthine	Recall.	Baphomet	can	perfectly	recall	any	
  path	he	has	traveled,	and	he	is	immune	to	the	maze	
  spell.	
  Legendary	Resistance	(3/Day).	If	Baphomet	fails	a	
  saving	throw,	he	can	choose	to	succeed	instead.	
  Magic	Resistance.	Baphomet	has	advantage	on	saving	
  throws	against	spells	and	other	magical	effects.	
  Magic	Weapons.	Baphomet’s	weapon	attacks	are	
  magical.	
  Reckless.	At	the	start	of	his	turn,	Baphomet	can	gain	
  advantage	on	all	melee	weapon	attack	rolls	during	that	
  turn,	but	attack	rolls	against	him	have	advantage	until	
  the	start	of	his	next	turn.	
  Actions	
  Multiattack.	Baphomet	makes	three	attacks:	one	with	
  Heartcleaver,	one	with	his	bite,	and	one	with	his	gore	
  attack.	
  Heartcleaver.	Melee	Weapon	Attack:	+17	to	hit,	reach	
  15	ft.,	one	target.	Hit:	21	(2d10	+	10)	slashing	damage.	
  Bite.	Melee	Weapon	Attack:	+17	to	hit,	reach	10	ft.,	one	
  target.	Hit:	19	(2d8	+	10)	piercing	damage.	
  Gore.	Melee	Weapon	Attack:	+17	to	hit,	reach	10	ft.,	
  one	target.	Hit:	17	(2d6	+	10)	piercing	damage.	
  Frightful	Presence.	Each	creature	of	Baphomet’s	choice	
  within	120	feet	of	him	and	aware	of	him	must	succeed	
  on	a	DC	18	Wisdom	saving	throw	or	become	frightened	
  for	1	minute.	A	frightened	creature	can	repeat	the	
  saving	throw	at	the	end	of	each	of	its	turns,	ending	the	
  effect	on	itself	on	a	success.	These	later	saves	have	
  disadvantage	if	Baphomet	is	within	line	of	sight	of	the	
  creature.	
  	 If	a	creature	succeeds	on	any	of	these	saves	or	the	
  effect	ends	on	it,	the	creature	is	immune	to	Baphomet’s	
  Frightful	Presence	for	the	next	24	hours.	
  Legendary	Actions	
  Baphomet	can	take	3	legendary	actions,	choosing	from	
  the	options	below.	Only	one	legendary	action	option	can	
  be	used	at	a	time	and	only	at	the	end	of	another	
  creature’s	turn.	Baphomet	regains	spent	legendary	
  actions	at	the	start	of	his	turn.		
  Heartcleaver	Attack.	Baphomet	makes	a	melee	attack	
  with	Heartcleaver.		
  Charge.	Baphomet	moves	up	to	his	speed,	then	makes	a	
  gore	attack.	
  
  	
  ABYSSAL	INCURSION	
  25	
  Barriel	d’Lyrandar	
  Medium	humanoid	(half-elf),	chaotic	neutral	
  Armor	Class	12	(15	with	mage	armor)	
  Hit	Points	40	(9d8)	
  Speed	30	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 9	(−1)	 14	(+2)	 11	(+0)	 17	(+3)	 12	(+1)	 11	(+0)	
  Saving	Throws	Int	+6,	Wis	+4	
  Skills	Acrobatics	+5,	Arcana	+6,	History	+6	
  Damage	Resistances	lightning	
  Senses	darkvision	60	ft.,	passive	Perception	11	
  Languages	Common,	Elvish	
  Challenge	6	(2,300	XP)	
  	
  Fey	Ancestry.	Barriel	has	advantage	on	saving	throws	
  against	being	charmed,	and	magic	can’t	put	her	to	sleep.	
  Spellcasting.	Barriel	is	a	9th-level	spellcaster.	Her	
  spellcasting	ability	is	Intelligence	(spell	save	DC	14,	+6	to	
  hit	with	spell	attacks).	She	has	the	following	wizard	
  spells	prepared:	
  Cantrips	(at	will):	fire	bolt,	light,	mage	hand,	
  prestidigitation	
  1st	level	(4	slots):	fog	cloud,	mage	armor,	magic	missile,	
  shield	
  2nd	level	(3	slots):	levitate,	misty	step	
  3rd	level	(3	slots):	counterspell,	fireball,	fly	
  4th	level	(3	slots):	control	water,	greater	invisibility	
  5th	level	(1	slot):	cone	of	cold	
  Actions	
  Dagger.	Melee	or	Ranged	Weapon	Attack:	+5	to	hit,	
  reach	5	ft.	or	range	20/60	ft.,	one	target.	Hit:	4	(1d4	+	2)	
  piercing	damage.	
  Crokek’toeck	
  Gargantuan	fiend	(demon),	chaotic	evil	
  Armor	Class	15	(natural	armor)	
  Hit	Points	297	(17d20	+	119)	
  Speed	60	ft.,	swim	60	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 28	(+9)	 10	(+0)	 24	(+7)	
  6	(−2)	 10	(+0)	 13	(+1)	
  Saving	Throws	Con	+12,	Wis	+5	
  Damage	Resistances	cold,	fire,	lightning;	bludgeoning,	
  piercing,	and	slashing	from	nonmagical	attacks	
  Damage	Immunities	poison	
  Condition	Immunities	charmed,	frightened,	poisoned	
  Senses	darkvision	120	ft.,	passive	Perception	10	
  Languages	understands	Abyssal	but	can’t	speak	
  Challenge	14	(11,500	XP)	
  	
  Amphibious.	Crokek’toeck	can	breathe	air	and	water.	
  Magic	Resistance.	Crokek’toeck	has	advantage	on	
  saving	throws	against	spells	and	other	magical	effects.	
  Magic	Weapons.	Crokek’toeck’s	weapon	attacks	are	
  magical.	
  Secure	Memory.	Crokek’toeck	is	immune	to	the	waters	
  of	the	River	Styx	as	well	as	any	effect	that	would	steal	or	
  modify	its	memories	or	detect	or	read	its	thoughts.	
  Standing	Leap.	Crokek’toeck’s	long	jump	is	up	to	60	feet	
  and	its	high	jump	is	up	to	30	feet,	with	or	without	a	
  running	start.	
  Actions	
  Bite.	Melee	Weapon	Attack:	+14	to	hit,	reach	15	ft.,	one	
  target.	Hit:	44	(10d6	+	9)	piercing	damage.	
  Disgorge	Allies.	Crokek’toeck	opens	its	mouth	and	
  disgorges	1d4	barlguras,	3d6	gnolls	led	by	1	gnoll	fang	of	
  Yeenoghu,	6d6	dretches,	or	1d3	vrocks	(see	the	Monster	
  Manual	for	these	creatures’	stat	blocks).	Each	creature	
  it	disgorges	appears	in	an	unoccupied	space	within	30	
  feet	of	Crokek’toeck’s	mouth,	or	the	next	closest	
  unoccupied	space.	
  Inside	Crokek’toeck	
  If	you	are	using	this	supplement,	you	could	make	it	so	
  that	when	Crokek’toeck	bites	a	creature,	the	target	
  enters	area	Y1	of	his	body	(see	chapter	3).	
  
  	
  ABYSSAL	INCURSION	
  26	
  Maw	Demon	
  Medium	fiend	(demon),	chaotic	evil	
  Armor	Class	13	(natural	armor)	
  Hit	Points	33	(6d8	+	6)	
  Speed	30	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 14	(+2)	 8	(−1)	
  13	(+1)	
  5	(−3)	
  8	(−1)	
  5	(−3)	
  Damage	Resistances	cold,	fire,	lightning	
  Damage	Immunities	poison	
  Condition	Immunities	charmed,	frightened,	poisoned	
  Senses	darkvision	60	ft.,	passive	Perception	9	
  Languages	understands	Abyssal	but	can’t	speak	
  Challenge	1	(200	XP)	
  	
  Rampage.	When	it	reduces	a	creature	to	0	hit	points	
  with	a	melee	attack	on	its	turn,	the	maw	demon	can	
  take	a	bonus	action	to	move	up	to	half	its	speed	and	
  make	a	bite	attack.	
  Actions	
  Bite.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  target.	Hit:	11	(2d8	+	2)	piercing	damage.	
  Shoosuva	
  Large	fiend	(demon),	chaotic	evil	
  Armor	Class	14	(natural	armor)	
  Hit	Points	110	(13d10	+	39)	
  Speed	40	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 18	(+4)	 13	(+1)	 17	(+3)	
  7	(−2)	 14	(+2)	
  9	(−1)	
  Saving	Throws	Dex	+4,	Con	+6,	Wis	+5	
  Damage	Resistances	cold,	fire,	lightning;	bludgeoning,	
  piercing,	and	slashing	from	nonmagical	attacks	
  Damage	Immunities	poison	
  Condition	Immunities	charmed,	frightened,	poisoned	
  Senses	darkvision	60	ft.,	passive	Perception	12	
  Languages	Abyssal,	Gnoll,	telepathy	120	ft.	
  Challenge	8	(3,900	XP)	
  	
  Rampage.	When	it	reduces	a	creature	to	0	hit	points	
  with	a	melee	attack	on	its	turn,	the	shoosuva	can	take	a	
  bonus	action	to	move	up	to	half	its	speed	and	make	a	
  bite	attack.	
  Actions	
  Multiattack.	The	shoosuva	makes	two	attacks:	one	with	
  its	bite	and	one	with	its	tail	stinger.	
  Bite.	Melee	Weapon	Attack:	+7	to	hit,	reach	5	ft.,	one	
  target.	Hit:	26	(4d10	+	4)	piercing	damage.	
  Tail	Stinger.	Melee	Weapon	Attack:	+7	to	hit,	reach	15	
  ft.,	one	target.	Hit:	13	(2d8	+	4)	piercing	damage,	and	
  the	target	must	succeed	on	a	DC	14	Constitution	saving	
  throw	or	become	poisoned.	While	poisoned,	the	target	
  is	also	paralyzed.	The	target	can	repeat	the	saving	throw	
  at	the	end	of	each	of	its	turns,	ending	the	effect	on	itself	
  on	a	success.	
  
  	
  ABYSSAL	INCURSION	
  27	
  Yeenoghu	
  Huge	fiend	(demon),	chaotic	evil	
  Armor	Class	20	(natural	armor)	
  Hit	Points	333	(23d12	+	184)	
  Speed	50	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 29	(+9)		16	(+3)	 26	(+8)	 15	(+2)	 24	(+7)	 15	(+2)	
  Saving	Throws	Dex	+10,	Con	+15,	Wis	+14	
  Skills	Intimidation	+9,	Perception	+14	
  Damage	Resistances	cold,	fire,	lightning	
  Damage	Immunities	poison;	bludgeoning,	piercing,	and	
  slashing	from	nonmagical	attacks	
  Condition	Immunities	charmed,	exhaustion,	frightened,	
  poisoned	
  Senses	truesight	120	ft.,	passive	Perception	24	
  Languages	all,	telepathy	120	ft.	
  Challenge	24	(62,000	XP)	
  	
  Innate	Spellcasting.	Yeenoghu’s	spellcasting	ability	is	
  Charisma	(spell	save	DC	17,	+9	to	hit	with	spell	attacks).	
  He	can	innately	cast	the	following	spells,	requiring	no	
  material	components.	
  At	will:	detect	magic,	spiritual	weapon	(8th-level	spell,	
  4d8	+	2	force	damage	on	a	hit,	appears	as	a	flail)	
  3/day	each:	dispel	magic,	fear,	invisibility	
  1/day	each:	teleport		
  Legendary	Resistance	(3/Day).	If	Yeenoghu	fails	a	
  saving	throw,	he	can	choose	to	succeed	instead.	
  Magic	Resistance.	Yeenoghu	has	advantage	on	saving	
  throws	against	spells	and	other	magical	effects.	
  Magic	Weapons.	Yeenoghu’s	weapon	attacks	are	
  magical.	
  Rampage.	When	Yeenoghu	reduces	a	creature	to	0	hit	
  points	with	a	melee	attack	on	his	turn,	Yeenoghu	can	
  take	a	bonus	action	to	move	up	to	half	his	speed	and	
  make	a	bite	attack.	
  Actions	
  Multiattack.	Yeenoghu	makes	three	flail	attacks.	If	an	
  attack	hits,	he	can	cause	it	to	create	an	additional	effect	
  of	his	choice	or	at	random	(each	effect	can	be	used	only	
  once	per	Multiattack):	
  1.	The	attack	deals	an	extra	13	(2d12)	bludgeoning	
  damage.	
  	
  2.	The	target	must	succeed	on	a	DC	17	Constitution	
  saving	throw	or	be	paralyzed	until	the	start	of	
  Yeenoghu’s	next	turn.	
  3.	The	target	must	succeed	on	a	DC	17	Wisdom	saving	
  throw	or	be	affected	by	the	confusion	spell	until	the	
  start	of	Yeenoghu’s	next	turn.	
  Flail.	Melee	Weapon	Attack:	+16	to	hit,	reach	15	ft.,	one	
  target.	Hit:	15	(1d12	+	9)	bludgeoning	damage.	
  Bite.	Melee	Weapon	Attack:	+16	to	hit,	reach	10	ft.,	one	
  target.	Hit:	14	(1d10	+	9)	piercing	damage.	
  Legendary	Actions	
  Yeenoghu	can	take	3	legendary	actions,	choosing	from	
  the	options	below.	Only	one	legendary	action	option	can	
  be	used	at	a	time	and	only	at	the	end	of	another	
  creature’s	turn.	Yeenoghu	regains	spent	legendary	
  actions	at	the	start	of	his	turn.	
  Charge.	Yeenoghu	moves	up	to	his	speed.		
  Swat	Away.	Yeenoghu	makes	a	flail	attack.	If	the	attack	
  hits,	the	target	must	succeed	on	a	DC	24	Strength	saving	
  throw	or	be	pushed	15	feet	in	a	straight	line	away	from	
  Yeenoghu.	If	the	saving	throw	fails	by	5	or	more,	the	
  target	falls	prone.		
  Savage	(Costs	2	Actions).	Yeenoghu	makes	a	bite	attack	
  against	each	creature	within	10	feet	of	him.
  
  	
  ABYSSAL	INCURSION	
  28	
  Appendix	B:	Magic	Items
  The	following	magic	items	appear	in	this	
  supplement.	
  Butcher	
  Weapon	(flail),	artifact	(requires	attunement)	
  Yeenoghu’s	three-headed	flail,	Butcher,	is	built	
  from	the	bones	and	flesh	of	a	deity	the	Gnoll	
  Lord	murdered.	Each	rusty	chain	ends	in	a	
  barbed	head.	The	weapon	screams	with	
  discordant	laughter	when	swung.	
  	 When	attuned,	the	weapon	resizes	to	fit	the	
  wielder.	
  	 Hyena	Appearance.	While	you	are	attuned	to	
  Butcher,	your	body	changes	so	you	look	like	a	
  gnoll,	though	you	still	retain	your	size.		
  	 Magic	Weapon.	Butcher	is	a	magic	weapon	
  that	deals	1d12	piercing	damage	on	a	successful	
  hit	and	has	the	reach	property.	Once	per	round	
  when	you	make	an	attack	with	Butcher	and	hit,	
  you	can	choose	to	create	one	of	the	following	
  additional	effects:	
  • The	attack	deals	an	extra	2d12	bludgeoning	
  damage.	
  • The	target	must	succeed	on	a	DC	17	
  Constitution	saving	throw	or	be	paralyzed	
  until	the	start	of	your	next	turn.	
  • The	target	must	succeed	on	a	DC	17	Wisdom	
  saving	throw	or	be	affected	by	the	confusion	
  spell	until	the	start	of	your	next	turn.	
  	 Random	Properties.	The	flail	has	the	
  following	randomly	determined	properties	(see	
  “Artifact	Properties”	in	chapter	7	of	the	Dungeon	
  Master’s	Guide):	
  • 1	minor	beneficial	property	
  • 1	major	beneficial	property	
  • 1	minor	detrimental	property	
  • 1	major	detrimental	property	
  	 Demonic	Hunger.	You	can	consume	the	corpse	
  of	a	Small	or	Medium	creature	over	the	course	of	
  5	minutes,	during	which	time	you	can	do	nothing	
  but	feast	on	the	creature’s	dead	flesh.	At	the	end	
  of	this	time,	the	corpse	is	destroyed,	and	you	
  regain	1d10	hit	points.	You	can	also	take	10	
  minutes	to	consume	the	corpse	of	a	Large	
  creature	and	regain	2d10	hit	points,	1	hour	to	
  consume	the	corpse	of	a	Huge	creature	to	regain	
  4d10	hit	points,	or	8	hours	to	consume	the	
  corpse	of	a	Gargantuan	creature	to	regain	8d10	
  hit	points.	
  	 Demonic	Resistances.	You	gain	resistance	to	
  cold,	fire,	and	lightning	damage.	
  	 Invisibility.	You	can	use	the	flail	to	cast	the	
  invisibility	spell	without	the	need	for	any	
  components.	You	cannot	use	the	weapon	to	cast	
  the	spell	again	until	you	complete	a	short	or	long	
  rest.	
  	 Languages.	You	can	speak,	write,	and	
  understand	Abyssal	and	Gnoll.	
  	 Rampage.	When	you	reduce	a	creature	to	0	hit	
  points	with	an	attack	from	the	flail,	you	can	take	
  a	bonus	action	to	move	up	to	half	your	speed	and	
  make	another	attack	with	Butcher.	
  	 Swat	Away.	When	you	hit	a	creature	with	an	
  attack	made	with	the	flail,	you	can	use	your	
  bonus	action	to	force	the	target	make	a	Strength	
  saving	throw	with	a	DC	equal	to	8	+	your	
  proficiency	bonus	+	your	Strength	modifier.	If	
  the	target	fails,	it	is	pushed	15	feet	in	a	straight	
  line	away	from	you.	If	the	saving	throw	fails	by	5	
  or	more,	the	target	falls	prone.	
  	 Destroying	the	Flail.	If	Yeenoghu	is	
  permanently	killed,	the	flail	crumbles	into	ash.	
  
  	
  ABYSSAL	INCURSION	
  29	
  Heartcleaver	
  Weapon	(glaive),	artifact	(requires	attunement)	
  Baphomet’s	great	glaive,	Heartcleaver,	is	feared	
  throughout	the	Abyss.	When	attuned,	the	
  weapon	resizes	to	fit	the	wielder.	
  	 Minotaur	Horns.	While	you	are	attuned	to	
  Heartcleaver,	you	grow	large	horns	as	part	of	
  your	new	appearance	if	you	do	not	already	have	
  them.	These	horns	are	magical	melee	weapons,	
  which	you	can	use	to	make	unarmed	strikes.	If	
  you	hit	with	them,	you	deal	piercing	damage	
  equal	to	1d6	+	your	Strength	modifier,	instead	of	
  the	bludgeoning	damage	normal	for	an	unarmed	
  strike.	
  	 Immediately	after	you	hit	a	creature	with	a	
  melee	attack	as	part	of	the	Attack	action	on	your	
  turn,	you	can	use	a	bonus	action	to	attempt	to	
  shove	that	target	with	your	horns.	The	target	
  must	be	no	more	than	one	size	larger	than	you	
  and	within	5	feet	of	you.	Unless	it	succeeds	on	a	
  Strength	saving	throw	against	a	DC	equal	to	8	+	
  your	proficiency	bonus	+	your	Strength	modifier,	
  you	push	it	up	to	10	feet	away	from	you.	
  	 Magic	Weapon.	Heartcleaver	is	a	magic	
  weapon	that	deals	2d10	slashing	damage	on	a	
  successful	hit.	
  	 Random	Properties.	The	glaive	has	the	
  following	randomly	determined	properties	(see	
  “Artifact	Properties”	in	chapter	7	of	the	Dungeon	
  Master’s	Guide):	
  • 1	minor	beneficial	property	
  • 1	major	beneficial	property	
  • 1	minor	detrimental	property	
  • 1	major	detrimental	property	
  	 Charge.	If	you	move	at	least	10	feet	straight	
  toward	a	target	then	hit	with	an	attack	with	your	
  horns	on	the	same	turn,	the	target	takes	an	extra	
  3d10	piercing	damage.	If	the	target	is	a	creature,	
  it	must	succeed	on	a	DC	25	Strength	saving	
  throw	with	a	DC	equal	to	8	+	your	proficiency	
  bonus	+	your	Strength	modifier	or	be	pushed	up	
  to	10	feet	away	and	knocked	prone.	You	cannot	
  get	to	make	use	of	this	feature	again	until	the	
  start	of	your	next	turn.	
  	 Demonic	Resistances.	You	gain	resistance	to	
  cold,	fire,	and	lightning	damage.	
  	 Intimidating	Presence.	You	gain	proficiency	
  in	the	Intimidation	skill.	If	you	are	already	
  proficient	with	this	skill,	your	proficiency	bonus	
  is	doubled	for	it.	
  	 Labyrinthine	Recall.	You	can	perfectly	recall	
  any	path	you	have	traveled,	and	are	immune	to	
  the	maze	spell.	
  	 Languages.	You	can	speak,	write,	and	
  understand	Abyssal.	
  	 Savage	Hunter.	You	have	advantage	on	
  Wisdom	(Survival)	checks	made	to	track	other	
  creatures.	
  	 Wall	of	Stone.	You	can	use	the	glaive	to	cast	
  the	wall	of	stone	spell	without	the	need	for	any	
  components.	You	cannot	use	the	weapon	to	cast	
  the	spell	again	until	you	complete	a	short	or	long	
  rest.	
  	 Destroying	the	Glaive.	If	Baphomet	is	
  permanently	killed,	the	glaive	disappears	in	a	
  burst	of	blood.	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Abyssal Incursion.pdf