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This was a resource which I wish existed while I was working on the Alexandrian Remix of Descent Into Avernus. Having compiled it, I thought others might also find it of use in planning and running their campaigns in the Nine Hells.

The lists below simply compile all the available devils in both official sourcebooks and a number of DM’s Guild and 3rd Party sourcebooks, organizing them according to their challenge rating. It includes some non-devil fiends (like hell hounds and succubus) that are common in Hell, but does not include demons or yugoloths. (Yugoloths, however, are listed in a separate section below.) The sources include:

(If you’re reading this you might also be interested in the random encounter tables which use many of these devils.)

Note: The terms “Archdevil” and “Daemon Lord” below are not always strictly accurate from a lore perspective, but they indicate incredibly powerful, unique individuals.

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Zariel's Flying Fortress - Raid Map

GENERAL CONDITIONS

There are a few things to keep in mind as the PCs are exploring the flying fortress.

Announcements: There are frequent announcements that can be heard throughout the ship. They include things like:

  • Summons for particular devils to go to various places. (“Signifier Yurtarth, report to the abjuration generator.”)
  • Navigational announcements. (“Prepare for acceleration.”)
  • Personnel announcements, like shift changes, mess calls, or general quarters. These can include obscure references like “condition omega” or “enact red protocol.”
  • Blaring alarm klaxons (if, for example, the PCs trigger an alert).

All verbal communication, of course, will be in Infernal.

Telepathic Communications: Are likely to be jammed by the Telepathy Station.

Teleportation: Is blocked by the Abjuration Generator.

Scrying: Is blocked by the Abjuration Generator.

ENTRANCES

ROOFTOP HATCH: Found on the Lookout Deck (see Locations, below).

SIGNAL VENTS: Tiny hatches on the hull connect to 1-foot-diameter chutes that lead to the Imp Roosts. Imp couriers use these chutes to enter and exit the flying fortress.

  • Can be accessed by Tiny or gaseous creatures.
  • Vent Labels in Infernal indicate if a vent is intake or exhaust (to avoid imps having head-to-head collisions).
  • There is a chance of encountering an imp when the vents are used: 1 in 10 when ship is in dock; 1 in 8 when ship is in the field; 1 in 4 when ship is in battle. (PCs observing the vents – and able to see the potentially invisible imps – may be able to discern a traffic pattern to reduce or eliminate the possibility of encountering an imp.)

SOUL INTAKE PIPE: Grilled vent on the bottom of the fortress, just above the ventral battery, leading to a 5-foot-diameter pipe.

  • Pipe leads to a 10-foot-diameter, spherical iron cistern.
  • Souls from the River Styx are drawn up into the flying fortress when it is docked at the Stygian Dock and used for fuel in the cistern.
  • The pipe and cistern are flooded with necrotic energy, and any creature starting its turn in either location takes 16 (3d10) necrotic damage.
  • The cistern is located in the Engine Room, and there is a maintenance hatch allowing access. From the inside, there is no handle, but it can be broken open (DC 20 Strength check). This will also flood the Engine Room with necrotic-infused soul fuel.

LOWER PERCH: It’s not unusual for one or two of the lower perches to be open during flight to allow flying devils to come and go, so it’s often possible for the PCs to simply fly in (if they can somehow avoid being detected by the devil legionnaires on security duty and also actively working throughout the perch).

UPPER PERCH: The Upper Perch is generally not open except during an actual deployment. The doors can be raised or lowered from a control room at the back of the bay.

Go to Part 7D-C: Fortress Locations

Zariel's Flying Fortress - Command Deck

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This map is designed for use with Part 7D: Raid on the Flying Fortress. You can download a large version without labels for VTT use by clicking the image.

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Avernus - Zariel's Flying Fortress - The Brig

(click for large map)

This map is designed for use with Part 7D: Raid on the Flying Fortress. You can download a large version without labels for VTT use by clicking the image.

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Magical Kitties Save the Day - Varlin Empire (Anthony Cournoyer)

In Magical Kitties Save the Day every kitty has a human and every human has a Problem. The hometown where your human lives is also filled with Problems – witches, time-traveling dinosaurs, hyper-intelligent raccoons, and the like. These hometown Problems make your human’s Problems worse, so you need to solve these Problems with your magical powers and save the day!

The hometowns in Magical Kitties come stocked with hometown Problems, and the players will create their human’s Problems during character creation. The GM can create Magical Kitties adventures by taking a hometown Problem and aiming it at a human Problem.

For example, if your human’s Problem is that they’ve lost their job:

  • An evil leprechaun might tempt them with its pot of gold, trying to trick them into making a fairy bargain.
  • A hyper-intelligent raccoon might steal their car for their experiments, making it more difficult for them to get to their interviews.
  • Their new job offer might come from a corporation that the kitties know to be run by an immortal sorcerer with a nefarious agenda.

The kitty krew is going to have to do something!

While a single hometown can often be just the right size for a Magical Kitties series, you may want to scale things up. Maybe as the kitties start dealing with bigger and bigger problems, the campaign will grow in scope. Or maybe you’ll want to launch a new campaign focused on the GKT (the Galactic Kitty Taskforce).

Fortunately, it’s easy to take things to the next level.

REGIONS

You might want your kitties to have free rein of the state, the country, the planet, or even the whole galaxy. While that might sound like a lot of work, fear not, because a planet is really just a big hometown!

We can refer to these larger areas as regions. Although they’re larger than a hometown, you can create them and run them in the same way: They’ll have region Problems, which work just like hometown Problems. You’ll aim region Problems at human Problems to create adventures, and by going on those adventures the kitties will reduce the rank of the region Problem.

Creating a region works just like creating a hometown: Give it Problems, locations, and a supporting cast. The only difference is that instead of a location being a building or an ancient tree, it might be a whole town or an entire forest. Of course, if a single building in the region is really important, it can still be its own location in the region. The supporting cast in a region also works like any other hometown: These are the humans, animals, aliens, and other mythical creatures that live in the region and inspire adventures. Some might have a greater impact on the region, like the King of the Birds or the lead scientist for a company capturing magical creatures, but others can just be common folk.

THE MANY ARE ONE

As kitties become more powerful and deal with bigger Problems, their new “humans” might not be single individuals. Instead, they might be a group of humans, such as a family, an organization, a town, or even a whole kingdom. These communities still have Problems that the kitties need to solve, but instead of affecting only a single individual, they afflict most or all of the humans in the community.

For example, the entire community of River City might be suffering economically because the Union Chemical Plant shut down. A kingdom has to deal with political strife after the queen passes away with no heir. The android community could be experiencing prejudice from humans who don’t think of them as anything more than machines. Rocket Laboratories could be under a lot of pressure to deliver their new interplanetary shuttles. And so forth.

Despite the scale and scope of these Problems being larger, these community Problems work just like human Problems: They have ranks, you can point hometown Problems or region Problems at them to create adventures, and the ranks of the community Problem will go down (and eventually be eliminated) as the kitty krew successfully completes adventures.

Even though the kitties are now dealing with the Problems of large groups of humans, you’ll want to create a few specific supporting casting members in the group that kitties can directly interact with. These personal relationships will help give meaning to the struggles of the community.

REGIONS WITHIN REGIONS

As you build your series, you may find it useful to think of regions fractally: Regions can contain other regions which contain hometowns. For example, a planet can have many countries; countries can have many districts; a district can have many towns in it.

Just as you can connect multiple hometowns into a single series, you can also connect regions. You can also zoom in and out between regions. For example, you might be running a planet-scale series where the kitties are grappling with Earth-wide Problems. But any time you (or they) might choose to focus on just one town and its hometown Problems (along with its locations and supporting cast) for awhile, before swapping to a different hometown or zooming back out to the planetary scale.


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