Contents
- 1Introduction: Welcome to the Nine Hells
- 2Chapter 1: Kelemvor's Cathedral
- 3Chapter 2: The Nine Hells
- 4Chapter 3: Avernus, the Eternal Battlefield
- 5Chapter 4: Dis, the City of Burning Iron
- 6Chapter 5: Minauros, the Endless Swamp
- 7Chapter 6: Phlegethos, the Fiery Wasteland
- 8Chapter 7: Stygia, the Frozen Sea
- 9Chapter 8: Malbolge, the Realm of Decay
- 10Chapter 9: Maladomini, the Domain of Ruined Cities
- 11Chapter 10: Cania, the Relentless Cold
- 12Chapter 11: Hunted by the Dukes
- 13Chapter 12: Nessus, the Bastion of Asmodeus
- 14Appendix A: Lords of the Nine
- 15Appendix B: Monsters
- 16Appendix C: Non-Player Characters
- 17Appendix D: Infernal Magic Items
- 18Appendix E: Corruption
- 19Appendix F: Player Handouts
- 20Credits
Appendix A: Lords of the Nine
This appendix introduces the lords of the Nine Hells in more detail. These ancient and powerful archdevils represent some of the greatest evils in existence. Their depravity knows no bounds.
[image: Flying fortresses patrol Avernus.]
Archdevil Lair Actions
Though each archdevil is unique and harnesses a range of capabilities in which they alone are specialized, they also share some common features, especially as they pertain to defending their lairs. On initiative count 20 (losing initiative ties), an archdevil can take a lair action to trigger the unique lair action described on their statistic block. They may instead select an action from the following, Archdevil Lair Action list. Regardless of the type of lair action selected, archdevils can't take the same lair action two rounds in a row.
Archdevil Lair Action List
- Attack. The archdevil uses one of their available melee or ranged attacks against a single foe.
- Cast a Spell. The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires concentration, it lasts for the full duration instead.
- Deceitful Whispers. The archdevil whispers to a creature they can see within 30 feet. The target must make a DC 22 Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil.
- Fiendish Fortitude. The archdevil recharges one of their expended abilities.
- Frenzy. The archdevil casts Haste on themself. The effect ends at initiative count 20 of the next round.
- Summon Underlings. The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The Summoned Underlings table shows which devils each archdevil can summon.
- Teleport. The archdevil teleports themself to an area they can see within 120 feet.
- Trap. The archdevil casts the Hold Monster spell.
Summoned Underlings
| Archdevil | Underlings Summoned |
|---|---|
| Asmodeus | Any devil, including another archdevil |
| Baalzebul | 1d6 allied horned devils, 1d4 allied ice devils, or 1 allied pit fiend |
| Bel | 1d6 bearded devils |
| Belial | 1d2 bone devils |
| Dispater | 1 pit fiend |
| Fierna | 1d6 bearded devils |
| Glasya | 1d2 erinyes |
| Levistus | 1 pit fiend |
| Mammon | 1d2 bone devils |
| Mephistopheles | 1d4 ice devils |
| Zariel | 1d6 bearded devils |