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Trevas

The document summarizes the Gray Waste of Hades plane, known for draining away color and hope. It is caught between the destructive chaos of the Abyss and the ordered evil of the Nine Hells, and its apathy is described as the worst form of evil. The plane has three layers - Oinos, a wasteland shaped by the Blood War between demons and devils; Tartarus, home to nightmares and larvae souls; and Erebus, a city of the dead ruled by the god Hades. Travelers must be wary of dangers like night hags and hordlings amidst the pervasive gloom.

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100% found this document useful (3 votes)
292 views22 pages

Trevas

The document summarizes the Gray Waste of Hades plane, known for draining away color and hope. It is caught between the destructive chaos of the Abyss and the ordered evil of the Nine Hells, and its apathy is described as the worst form of evil. The plane has three layers - Oinos, a wasteland shaped by the Blood War between demons and devils; Tartarus, home to nightmares and larvae souls; and Erebus, a city of the dead ruled by the god Hades. Travelers must be wary of dangers like night hags and hordlings amidst the pervasive gloom.

Uploaded by

JoãoPauloSilva
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Codex of the

Infinite Planes
Volume XXII:
Gray Waste of Hades

The Essential Guide to the Planes of Existence


Codex of the
Infinite Planes
The Essential Guide to the Planes of Existence
Volume XXII:
Gray Waste of Hades

Written & Designed by “Weird Dave” Coulson

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any repro-
duction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,
2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Volume XXII: structure seemingly constructed from the spine of some
enormous monster.
Gray Waste of Hades The creatures that live and hunt in the glooms of Hades
are dangerous monsters. Night hags are common, ruling
“Evil takes many shapes and forms on the grand stage small fiefdoms, castles, and other territories across all
of the multiverse, some more insidious than others. The three layers. They are frequent harvesters of larvae which
Gray Waste of Hades holds what I believe to be the most crawl in the dusty dirt throughout Hades. These larvae
perfect expression of evil, which is the theft of hope, the are more than just regular worms, however – they are the
destruction of belief, and an apathy to life itself. The evil souls of those lost to the graying despair of the plane. Each
of Hades is not as flashy as the Abyss or as rigorous as is large, averaging about three feet long, with segmented
Baator, but it creeps into the soul of those that visit, much worm-like bodies capped with the same face they had in
like the graying that occurs to any color on the plane. It life. Most of their memories have been drained away just
is understated and underestimated, though the fiends of like color, and they form the basis for a dark trade that
the Blood War seem to recognize its importance. There circulates throughout the Lower Planes. Fiends, undead,
are more battles between demons and devils on Hades unscrupulous wizards and priests, and other darkly
than anywhere else in the multiverse, an interesting facet associated creatures use larvae as food, as the fulcrum of
considering the inherent bleakness of the Gray Waste.” evil rituals, or in countless other nefarious ways.
Herds of nightmares gallop across the Gray Waste.
Malakara the Warden Something in the insidious nature of the plane warps
horses into these coal-black fiends of fire and death,
Between the raw destructive evil of the Abyss and the though the strongest among them are the ones created
ordered precision evil of the Nine Hells sits a middle through pegasus corruption. Several powerful specimens
ground of apathy and despair. The singular expression have risen up above the herd and have taken to forming
of this insidious power is the Gray Waste of Hades, a plots and goals. Known as the Nightmare Princesses, they
plane that drains away joy, happiness, and contentment. A are vile and despicable creatures that sell their kind to the
special property of the plane drains away color in the same fiends in exchange for profit.
fashion, leeching it away to leave a drab gray in its place. The most numerous of the creatures in Hades are the
In a relative comparison of evils, many planar scholars hordlings. These fiends come in many shapes and sizes
point to the apathy inherent in Hades as the worst to affect and seek nothing more than evil for evil’s sake. They are
mortals. It creeps under the skin and seeps slowly into untrustworthy and savage, making them poor troops for
the soul, poisoning the heart and mind. It’s a quiet evil of both demons and devils, but their sheer numbers make
complacency and despair that crushes hope, and wishes them a threat to almost any non-native. Even fiends tread
to see others fall down the same path. Hopelessness carefully when dealing with them – their unpredictable
and apathy fill the air like a stink, and many that find abilities and self-serving nature make them dangerous.
themselves traversing Hades discover the gloom taking There are many dangers inherent in Hades, and
over their minds. travelers need to be prepared to face them if they wish to
Gloom is a perfect word for Hades, which is why it’s also survive a journey through the glooms. Powerful beings
referred to as the Three Glooms in reference to the three have made Hades their home, including many gods of
layers. The first layer, Oinos, is the home of disease, and it death, and vile fiends lurk in the glooms ready to help push
also sees the most open conflict out of any Lower Plane. the despair of the plane even further. The depression that
The Blood War, the eternal conflict between the demons emanates from the Gray Waste is palpable and dangerous,
of the Abyss and the devils of the Nine Hells, plays out in and has a tendency to cling to visitors long after they’ve
the gray landscape of Hades’ first layer. Fiends of all types left.
on the plane get caught up in the bloody battles which
can rage for days, darkening the already gloomy sky with
smoke and the shadows of flying monsters.
What draws the forces of the Lower Planes to Oinos Lay of the Land
specifically? Some planar scholars theorize it’s just the
polarizing nature of the multiverse to play out in the The glooms of the Gray Waste truly earn their name.
philosophical middle between the Abyss and Baator, but Everything is leeched of color and emotion, though the
there seems to be more than just philosophy at work. None landscapes vary a surprising amount. Most of the things
of the grunt soldiers on either side seem to know for sure, that lurk across all the layers of Hades are evil and seek
but whispered rumors in the command positions speak of nothing more than to drain the life and will out of travelers,
a prophecy regarding possessing Hades and winning the so adventurers are cautioned to be on their guard at all
Blood War. times. The Gray Waste is not a forgiving place.
Yugoloths are just as common on Hades as demons
and devils, and most believe the race of mercenary Oinos
fiends originated somewhere in the gloom. They’ve since The top layer of Hades is a blasted gray wasteland,
emigated to neighboring Gehenna and have laid claim to peppered with rough hills and rocky fields. The landscape
that plane as their own, but a few bastions of their power has been shaped by the monumental conflicts of the Blood
remain on Hades. The most notable of these is Khin-Oin, War that have ravaged the already bleak terrain. Craters,
also known as the Wasting Tower, a 20-mile high bone crevasses, and canyons pock the ground where violent

Volume XXII | Gray Waste of Hades


3
eruptions have split the land from the absolute horrific and it is populated by the largest number of dead souls in
power unleashed by demons, devils, and the mercenary the multiverse. Hades the god greedily pulls unclaimed
forces that aid both sides. What few lakes exist on Oinos souls into his Underworld and uses them as bargaining
are usually the result of pooling blood spilled from a chips when dealing with other powers. He is the most
particularly savage battle. powerful of the Triumvirate of the Grave, the trio of death
The River Styx winds through Oinos, though its normally gods that ostensibly rule over the plane.
blood-red waters are muted by the plane’s graying effect.
The river is an important strategic landmark that controls
the easiest access to Hades, so it is hotly contended by Cycle of Time
demons and devils. Owing to their nature, the devils setup There is nothing in Hades to mark the passage of time.
regular checkpoints to inspect travelers coming from Everything seems suspended in a moment of grim
the neighboring planes of Carceri and Gehenna. The hopelessness – the sky alternately looks like twilight or
demons do what they do best – throw hordes of monsters pre-dawn but without the promise of day or night. A feeling
to overwhelm their foes and bring utter chaos to the of agitated anticipation soaks the landscape and robs time
situation. of its meaning. No day or night, no stars, only a perpetual
No wind stirs the dust of Oinos and no sun hangs in gray cloudiness churned by the occasional passage of
the sky. The perpetual gloom and heavy anticipation of monstrous fiendish forces or the will of some morose deity
a coming disaster makes a thick combination in the air of death.
that can quickly overwhelm non-natives. Vision is limited
because of the graying sameness of it all, obscuring details
beyond 500 feet in any direction despite the lack of natural Surviving
obstacles. There are plenty of dangers across the glooms of Hades.
The most prevalent is also the most insidious. Mortal
Niflheim creatures that visit find themselves becoming more
The second layer of Hades is a vast pine forest stretching and more beaten down by the relentless despair that
into infinity filled with thick curling mists. The trees have permeates the very air. Those that succumb to the despair
an unhealthy look to them largely because of their dull transform into larvae and eventually lose all memories
gray barks and thin needles. A chillness hangs in the air, of their former life. This Vile Transformation is detailed
which combined with the mist creates a moist feeling under Hazards & Phenomena.
everywhere. The ground rises and swells in low hills Additionally, the individual glooms offer distinct dangers,
marked only occasionally by a lone mountain, though lakes including the wasting sickness of Oinos, the clinging mists
of dingy gray water are frequent across Niflheim. of Niflheim, and the memory leeching of Pluton. These are
The creatures that stalk through Niflheim are well- also detailed under Hazards & Phenomena.
adapted to the mists, which otherwise obscure vision
beyond more than 50 feet. Creatures that rely on sight
are going to have a hard time in the forests so the native
monsters use other senses to track down their prey. The
Getting There
fearsome garmr, wolves of the mist, are completely blind Hades is one of the most accessible planes in all the
and hunt by scent alone – their fearsome howl can unnerve multiverse. The River Styx flows through the top layer,
even the bravest of foes. with numerous tributaries winding into Niflheim. Portals
The ambient light of the gray sky overhead is the only and gates spontaneously appear throughout the multiverse
illumination on Niflheim; the mists seem to actively attack to the Gray Waste, and the gods of death that hold sway
and swallow other sources of light brought into the pine over great portions of the plane monitor the flow of souls
forest. This suits the residents just fine, chief among them through astral conduits. Unclaimed souls from across the
the goddess Hel in the Isles of the Cursed, ten islands in multiverse end up in Hades, usually in the realm of one of
the middle of a massive gray lake. Magical forces prohibit the death gods, and many of these paths remain open far
flying over the lake. longer than they need to.
Portals leading out of Hades are a bit rarer. They appear
Pluton as spinning coins, shining brightly in the gray twilight.
The lowest layer of Hades is Pluton, a gloom of endless The color of each roughly determines its location – golden
gray sand dunes, rocky outcroppings, and sparse fields coins almost always lead to Carceri while copper ones
of night-black poplar trees. Here the graying effect of the lead to Gehenna. Silver coins are more random and can
plane also leeches out memories, robbing visitors of their lead to any other plane, though the Lower Planes are
life experiences, and the landscape reflects this property. more common, and rare platinum coins lead directly to the
Everything looks the same and few landmarks stand out to Astral Plane. Most of these portals are fixed permanent
help travelers navigate. features of the plane, making them prime hunting grounds
The Blood War rarely reaches to Pluton, and there for the monsters of Hades.
are very few native creatures. The dangers of the gloom
are enough to deter most from visiting willingly. Pluton’s
primary feature is the Underworld which sits in massive
caverns below the sand dunes. This is the realm of Hades,
an ancient god of death who shares the name of the plane,

Volume XXII | Gray Waste of Hades


4
Traveling Around Blood War
Hades sees the most open conflicts in the ongoing Blood
Hades is a depressing plane of gray gloom but moving War between the chaotic demonic forces of the Abyss and
around isn’t directly hampered by natural effects. The the ordered devilish armies of the Nine Hells. Thousands
sameness of it all eventually makes travel difficult as there upon thousands of battles have been fought throughout
are few landmarks, especially on Pluton, and the misty Hades, mainly focused on Oinos on regions surrounding
pine forest of Niflheim obscures vision and eats light. the River Styx, but the foggy forests of Niflheim have seen
Portals between the layers are solid black that appear fiendish troop movements as well. The gray sands and
initially as smooth obsidian stones. They ripple like water desolate oases of Pluton have seen very little action as part
when touched but there’s no indication where they lead of the Blood War, perhaps owing to the great influence of
directly by simply looking at them. Orientation on all of the Hades, god of death that rules over the Underworld.
glooms is difficult at best and getting lost is a real problem Evidence of the Blood War is all over Oinos, ranging
for travelers that have no magical guidance. from pools of blood, bloated fiendish corpses crawling with
monstrous scavengers, carrion birds fighting over scraps,
along with lost or retreating forces of both sides scattered
The Powerful and Mighty and separated from their main host. The Blood War
Aftermath table under Hazards & Phenomena provides
Few things can live in the Gray Waste and not be corrupted a list of random incidents that can be encountered by
and beat down by the unrelenting despair that fills the travelers throughout OInos.
very air. Fiends of the Lower Planes seem immune to this, Why has Hades seen the most open conflict in the
a virtue of their evil natures, and undead thrive in all the Blood War? Philosophically, Hades stands at the midpoint
glooms of Hades. The gods that have chosen to live there between the Abyss and the Nine Hells so if one side wins
(or the ones that have been banished there) all eventually control over the Gray Waste they gain greater control over
succumb to the unrelenting pressure, giving in to their territory in the Lower Planes. Some have theorized that
base instincts and reveling in the power that comes with there is something more to it than just claiming lands.
evil for evil’s sake. Travelers should be warned to trust no Certainly the rank and file soldiers on each side don’t know
one in Hades, though this point of advice applies in general why they fight on Hades, and even the generals seem only
to the entirety of the Lower Planes. have the barest idea.

Abbathor the Greedy Demonic Hordes


Owing to their very nature, the demons from the Abyss
Gray is not just a color in Hades, it’s a way of life and a send wave after wave of gibbering hordes into Hades.
distinct power that creeps and crawls over everything. The There is little to no coordination between the efforts as
ground, the trees, the rocks, the sky, all gray, all possessed individual demon lords send their fiends out to simply
of a subtle menace that threatens life and mind. There are overwhelm the devils and control Hades by virtue of being
a few places that buck this trend, however, and one of them the last left alive. However, there are a few demon lords
is the realm of Abbathor the Greedy, the dwarven god of that seem particularly vested in the Blood War on the Gray
avarice and jealously. He dwells beneath a rocky stretch Waste.
of Oinos in a realm called Glitterhell. In Glitterhell, gold Eblis of the Unbending Knee is a powerful demon lord
shines in the walls, thick veins of the valuable ore running who controls a vast swath of Pazunia, the first layer of the
like veins. Abyss. He is obsessed with warfare and has been known
Except none of it is real gold. It’s all false, placed their to travel via the River Styx into Hades personally to launch
and cultivated by Abbathor to trick anyone who happens himself against the devilish forces on Oinos. Eblis is a
to get into Glitterhell. Abbathor’s greed breeds paranoia brilliant if unorthodox tactician who knows how to use his
and he doesn’t trust anyone, including the blind duergar demons to be the most effective; many of his battles are
servants that live like savages in the tunnels. It is rumored surprise attacks on infernal strongholds along the River
the dwarven god keeps a secret forge in the bowels of Styx, vital strategic locations for both sides in controlling
Glitterhell, but his nature suggests this may be a ruse to the flow of battle. He has sent numerous packs of demons
lure in greedy thieves. into the glooms of the Gray Waste in search of the Obelisks
Abbathor keeps a divine eye on anything valuable of Ash, which he believes are key to controlling Hades.
that happens to drop into Hades. Gold and gems are a Eblis has a poor relationship with the Triumvirate of the
specialty but he lusts after magical trinkets of all kind. The Grave but he generally steers clear of their territories.
machinations of the Triumvirate of the Grave, the death Barbu is another demon lord with a vested interest in
gods that hold the most power over the Gray Waste, do not the Blood War on Hades. She is much less concerned with
concern Abbathor – he sees little value in the souls of the the actual control of the Gray Waste than in fighting devils
dead. – she is a wild but fierce combatant with a reputation for
ruining any peace accord or truce established. Barbu is
known as the Unwelcome Guest by everyone, and her
flying hordes of deranged vrocks strike fear in the minds of
demon and devil alike when they darken the skies of Oinos.

Volume XXII | Gray Waste of Hades


5
Devilish Legions Oinoloth of the Wasting Tower
The rigid march of devils from the Nine Hells of Baator
shake the ground, but they know they lack the sheer The most influential and individually powerful of all the
numbers of their demonic foes. They close this gap with yugoloths in the multiverse is the oinoloth, who sits at
a greater reliance on tactics, a deeper understanding of the top of Khin-Oin the Wasting Tower, a 20-mile high
war, and better trained and equipped soldiers. The devils bone-like structure stretching up from a barren patch
use sound battle plans to trap and defeat their enemies of the Gray Waste. In theory, the oinoloth rules over the
on the fields of Oinos and beyond, though the wild yugoloths and directs their actions, working towards the
unpredictability of the demons turns some of those plans betterment of their fiendish race against the other powers
upside down. in the multiverse.
Zariel, Lord of the First, is the infernal archduchess In theory, at least. Most don’t realize that the oinoloth
charged with taking Hades in the name of Baator. As a is a title given to any being that reaches the top of the
fallen angel she fought countless battles on Oinos against Wasting Tower and defeats the current oinoloth. Yugoloths
fiendish forces, and her fall from grace gives her a unique are usually the only ones to care to even try, but some
perspective on strategies for claiming Hades. She rarely demons, devils, and even mortals have entered Khin-Oin
leaves Avernus and has little time to devote to actual with the intent of claiming the lofty title. With it comes a
war planning due to infernal politics, so she placed a host of powers, including control over the Siege Malicious,
competent underling in charge. Duke Jornakesh is one of a great throne with the power to create disease and spread
the finest military minds in the Nine Hells. He knows the them throughout Hades (and beyond, or so it is rumored).
landscape of Oinos in intricate detail and has won more The current oinoloth is Mydianchlarus, an incredibly
than battles than he has lost against a greater numbered paranoid ultroloth who defeated the previous oinoloth
foe. to claim Khin-Oin as its own. Mydianchlarus receives
Duke Jornakesh uses yugoloth mercenaries more than ambassadors from the Abyss, the Nine Hells, Carceri, and
Zariel would prefer, and this reliance on outside forces elsewhere in special chambers but he never greets them
may be his undoing. He tries to needlessly risk yugoloth in person. Instead, he speaks through a special magical
lives in the Blood War and his brilliant strategies has link with powerful zombies that see to the needs of the
won him many ultroloth allies who believe the devils are ambassadors. Very little is accomplished in these meetings
destined to win out over the demons. Nonetheless, some as Mydianchlarus refuses to utilize the powers of the Siege
– including the powerful Lord of the Wasting Tower – are Malicious on any scale helpful to either side in the Blood
beginning to grow weary of Duke Jornakesh’s promises War, but the visitors and the oinoloth continue to put up a
of victory. Yugoloth loyalty is bought with treasure and if charade.
the rumors are true regarding the powerful duke’s coffers The previous oinoloth, Anthraxus, though he was
being depleted by conflicts on other fronts, the yugoloths defeated and deposed from Khin-Oin, managed to survive
may renege on their existing contracts. and now wanders the Gray Waste as a free agent. He is
an experienced ultroloth with a wealth of knowledge and
a knack for betrayal, a fact that has started to get around.
The Demented Anthraxus’ work prospects of late have been few and far
between.
It is widely believed that the yugoloths originated on Hades
and then emigrated to Gehenna thereafter. The main
evidence for this are the baernoloths, ancient and powerful Nightmare Princesses
yugoloths that have largely cut themselves off from fiendish
politics to dwell in solitude across the glooms of the Gray Nightmares gallop across the barren stretches of the Gray
Waste. They are believed to be immortal while living on Waste in great herds, their burning hooves scorching the
Hades, further proof of their origin, but their self-imposed ground and leaving a trail of black soot in their wake. The
exile makes them difficult to find and deal with. powerful beasts are coveted by wicked minded individuals
Except for a small group referred to in whispers as the across the multiverse as the mount of choice but taming
Demented. This loosely organized group of baernoloths them is a difficult and timely endeavor. Those that run
believe they can take an active hand in the destruction free on Hades are prized above all others but they swear
of the multiverse. The main tool for their machination fealty to an enigmatic group of leaders known only as the
is the Blood War, so the Demented offer their advice nightmare princesses.
and guidance without charge to any demon or devil Three princesses are known to planar scholars, but it is
commander willing to listen. Their advice is sometimes widely believed there are more. They are each a powerful
sound and brilliant, and other times rubbish and specimen capable of telepathic speech with mortal
dangerous, but their end goal seems to be pushing the creatures, and each travel in a herd with hundreds of
boundaries of the conflict to the greater multiverse. fellow nightmares. They are willful, proud, and stubborn,
The savviest of fiendish commanders recognize the characteristics normally bludgeoned by the unrelenting
Demented as being possessed of a special form of gloom of Hades, but their nature keeps them strong and
madness, and there are students of the Blood War who running free.
discount their presence as nothing more than a fluke on The nightmare princesses have witnessed much in the
a grander stage. But the creatures are old, as old as the Gray Waste and they are an excellent source of information
yugoloth race, and their penchance for offering advice for – if you have something they want to trade. They are
free makes taking it tempting for any general or leader not interested in mortal trinkets or golden treasures,
looking for an edge.

Volume XXII | Gray Waste of Hades


6
but they’re always in the mood for larvae to devour or a Though immortal, Zulkaz can still lose parts of his body,
celestial to crush beneath their hooves. The known three and a dire curse placed on him means his organs don’t
are Calaphone, Zadite, and Alyndia, and each frequents regenerate like a normal troll. A hero once sought to free
Oinos as their layer of choice. his love from the clutches of Arawn, god of death that rules
The nightmare princesses meet irregularly at the the Isles of the Cursed, and the price the god put on such
Dreaming Bones, a great hill filled with nightmare an endeavor was to lose the heart, eyes, liver, and other
skeletons on the gray sand dunes of Pluton. Nightmares organs of the Troll King. The hero completed the trial and
regularly go to the site to die and be reborn again, but the tossed the grisly trophies into the forest where Arawn’s
nightmare princesses discuss other matters. Some say magic made them disappear.
they meet to keep up the strength of the herd on Hades, Weakened but still alive, Zulkaz has ordered his trolls to
while others say they come to receive the blessings of scour Finnvang and beyond in search of his missing parts.
the Triumvirate of the Grave or some other power that They have found one eyeball so far and his spleen, but the
presides over them. greatest missing piece is the Troll King’s heart. Once he
claims all his missing parts, Zulkaz vows to send legions
of trolls into the Isles of the Cursed to wreak terrible
Triumvirate of the Grave vengeance upon Arawn.
Death is no release on Hades. Those unfortunate enough
to die in the Gray Waste either return to the earth as
larvae and quickly lose what memories they had, or they Creatures & Denizens
get snatched up by one of the prominent death gods of the
plane, known collectively as the Triumvirate of the Grave. Dangerous monsters prowl the Gray Waste of Hades
The three deities that make up the group are Arawn, Hel, looking to take advantage of weakness, sickness, and
and Hades, and each claims death as the major part of despair. Demons, devils, and yugoloths can also be found
their divine portfolio. in great numbers, especially on Oinos, so there’s another
However, rather than fight or quarrel amongst reason to be cautious if traveling to Hades for any reason.
themselves, they united under a common purpose – to
get as many souls into Hades as possible. Two of them
keep to Niflheim – Arawn rules the Isles of the Cursed
while the Halls of Hel belong to the goddess Hel. Hades,
the most powerful and active of the Triumvirate, rules
the Underworld on Pluton, a realm nearly as vast as the
layer itself. The three meet regularly to discuss topics of
mass death across the multiverse and to share plans on
subverting souls from their destination across the planes
and into their respective realms.
Each of the gods of death that make up the Triumvirate
of the Grave are self-serving and greedy, but they have been
known to treat with mortals that come to visit on specific
purposes. Arawn claims a mortal as his wife who becomes
his queen for 10 years before she passes, though rarely are
the arrangements mutual – more than one mortal lover
has come to the Isles of the Cursed to free their beloved
from Arawn’s clutches. Hades rules a vast Underworld
with thousands upon thousands of servants, but his eye
gets caught by the image of a beautiful woman or man
from time to time. Hel is impressed only by a warrior’s
prowess and she works to claim the bravest and most
competent souls for her fog-enshrouded realm.

Troll King of Finnvang Forest


The fog that chokes Niflheim is thick and gloomy, like
everything in the Gray Waste, and it hides multiple secrets.
One of those is Finnvang Forest, a stretch of pine woods
where the trees are skeletal remnants of their former
selves, reaching out with claw-like branches to grasp and
scratch at the unwary. This realm is run by Zulkaz the Troll
King, an immortal troll with an iron crown intrinsically
tied to the forest. Zulkaz has legions of trolls of all types in
Finnvang Forest that obey his every command, which is to
dig through the dirt in search of his missing organs.

Volume XXII | Gray Waste of Hades


7
Bleak Rat
Bleak Rat
The despair that fills the air of Hades is more than just an Small fiend, neutral evil
emotional burden. Many of the monsters that live in the
Gray Waste perpetuate the cycle of apathy, and few embody Armor Class 13 (natural armor)
this concept more than the bleak rats. These savage Hit Points 13 (3d6+3)
rat-like fiends are 3 feet long with gnarled gray bodies Speed 30 ft., climb 30 ft.
completely devoid of hair. Their eyes are narrow slits of
STR DEX CON INT WIS CHA
yellow intensity – smarter than most rats in the Material
7 (-2) 14 (+2) 13 (+1) 6 (-2) 11 (+0) 4 (-3)
Plane, yet still very low on the food chain. Enormous
incisors protrude from their distended mouths. Skills Stealth +4
Food for Fiends. Bleak rats are the main source of Damage Resistances acid, fire
food for hordlings, diakka, and rakkix that prowl the Gray Damage Immunities poison, psychic
Waste. They are cannibalistic by nature, devouring each Condition Immunities charmed, exhaustion, poisoned
other whenever other food sources become scarce, but Senses darkvision 60 ft., passive Perception 10
they always seem to bounce back in population. They are Languages understands Abyssal and Infernal but can’t speak
considered mere vermin by most demons and devils, but Challenge 1/2 (100 XP)
most yugoloths enjoy the savory taste of roasted bleak rat.
They say the flavor is reminiscent of the hopelessness that
Keen Smell. The bleak rat has advantage on Wisdom
permeates Hades and should be enjoyed with a fine goblet (Perception) checks that rely on smell.
of aged blood wine (made from only the fattiest of mortals).
Endless Warrens. Bleak rats are found in great Pack Tactics. The bleak rat has advantage on an attack roll
numbers on Oinos and Niflheim, though they are almost against a creature if at least one of the bleak rat’s allies is within
non-existent in the gray sands of Pluton. They create 5 feet of the creature and the ally isn’t incapacitated.
narrow warrens beneath the surface, cramped and maze-
like in their intricacy, through which they hunt and feed on Actions
lesser vermin. Bleak rats do not form familial bonds but do
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
have strong combat instincts on taking down larger prey.
Hit: 5 (1d6+2) piercing damage, and the target must succeed
When they manage to bring down a larger creature, bleak
on a DC 12 Wisdom saving throw or suffer disadvantage on
rats fight each other over the choicest bits of food before attack rolls until the end of the bleak rat’s next turn.
gnawing on the bones in their underground warrens for
weeks.

Volume XXII | Gray Waste of Hades


8
Diakk
Diakk
A diakk (plural: diakka) is a large, flightless bird-like Medium fiend, neutral evil
fiend that lives exclusively in the Gray Waste. They have
greasy gray feathers matted down to their jet-black skin Armor Class 15 (natural armor)
by a natural oily secretion, and their beaks end in a long Hit Points 39 (6d8+12)
piercing bill capable of great damage against unarmored Speed 40 ft.
foes. Their long stork-like legs are thin but capable of
STR DEX CON INT WIS CHA
moving them with rapid speed across the landscapes of
17 (+3) 13 (+1) 15 (+2) 5 (-3) 11 (+0) 16 (+3)
Oinos, Niflheim, and Pluton. Diakka are not very intelligent
and serve as a food source for many other creatures in Damage Immunities poison
Hades, but they have a number of magical defenses they Condition Immunities poisoned
can bring to bear against unprepared foes. Senses darkvision 120 ft., passive Perception 10
Flock of Diakka. Diakka gather together in flocks, as Languages --
few as 4 or 5 but as many as a hundred, pecking away at Challenge 3 (700 XP)
the soil for insects, bits of forgotten flesh, bleak rats, and
other sources of meat. The leader of a flock is the largest
Innate Spellcasting. The diakk’s spellcasting ability is Charisma
and strongest diakk, rarely the smartest, so the creatures
(spell save DC 13, +5 to hit with spell attacks). It can innately
tend to move in predictable ways. Some night hags have
cast the following spells, requiring no material or somatic
observed a diakk flock leader exhibit stronger magical components.
power than its brethren, with particular danger around
its psychic and enfeebling attacks on intruders. Whether At will: jump
these variants are naturally occurring or the result of some 3/day each: dissonant whispers, ray of enfeeblement
diakk “hive mind” isn’t known.
Fiendish Culinary Staple. Most fiends find the Magic Resistance. The diakk has advantage on saving throws
taste of a diakk to be pleasing, believing the creature’s against spells and other magical effects.
low intelligence and muscular build provide a close
comparison for mortals of the Material Plane (usually a Actions
preferred meal choice). Roasted diakk is a common dish
in the Abyss and Nine Hells, where fiendish chefs prepare Bill Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12+6) piercing damage.
the birds with all manner of variants – stuffed diakk with
a flesh-marmalade glaze, diakk breasts cooked in the rib
cage of a human soaked in a plum wine reduction sauce,
and diakk spit-roasted over a viper tree fire are all staples
in the kitchens of demon lords and devil princes.

Volume XXII | Gray Waste of Hades


9
Garmr
Garmr
The foggy pine forests of Niflheim are populated with Large fiend, neutral evil
dangerous beasts of all kinds, each uniquely adapted to
their gloomy terrain. The mournful howl of the garmr, lost Armor Class 15 (natural armor)
in the fog and coming from seemingly everywhere, sends a Hit Points 68 (8d10+24)
shiver down even a fiend’s spine. Garmr resemble wolves, Speed 50 ft.
larger and leaner with a more pronounced jaw, with ghost-
STR DEX CON INT WIS CHA
gray fur covering their surprisingly lean frames. The eyes
18 (+4) 15 (+2) 17 (+3) 5 (-3) 13 (+1) 8 (-1)
of a garmr glow a dull orange and are usually only visible
in the Niflheim fog moments before the powerful predator Skills Perception +5, Stealth +4
leaps out to savagely attack a target it has marked as prey. Damage Resistances bludgeoning, piercing, and slashing from
Hounds of the Gloom. Garmr are found exclusively in nonmagical weapons
Niflheim, and are known as hounds of the gloom by the Damage Immunities poison
deathly members of the courts of Hel and Arawn. Their Condition Immunities poisoned
knack for moving swiftly and silently in the obscuring fog Senses truesight 60 ft., darkvision 60 ft., passive Perception 15
makes them difficult to track and most try to avoid the Languages understands Giant but cannot speak
known garmr territories. Unfortunately, the boundaries of Challenge 4 (1,100 XP)
these territories are notoriously difficult to discover, and
more than one visitor to the Halls of Hel or the Isles of the Fog Jump. While heavily obscured, the garmr can use a bonus
Cursed have fallen victim to a pack of garmr in the pine action to teleport to an unoccupied space it can see within 60
forest wilderness. feet.
Hunting Pack of Hel. Hel, one of the goddesses of
death that makes up the Triumvirate of the Grave, has Keen Hearing and Smell. The garmr has advantage on Wisdom
keeps a kennel in her realm where savage garmr are (Perception) checks that rely on hearing or smell.
raised and trained to hunt for their mistress. These beasts
are unusually large and ferocious, and work together as Pack Tactics. The garmr has advantage on attack rolls against a
a team to take down larger foes as chosen by Hel or one creature if at least one of the garmr’s allies is within 5 feet of
of her chosen hunters. The hunters that keep the garmr the creature and the ally isn’t incapacitated.
are undead barbarians just as savage as their beasts – no
Actions
leashes or collars are used, and the hunters are just as
likely to join in the savagery with bare hands when they fall Multiattack. The garmr makes two attacks: one with its bite and
upon prey in the Niflheim forests. one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 10 (1d112+4) piercing damage. If the target is a creature,
it must succeed on a DC 14 Strength saving throw or be
knocked prone.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 11 (2d6+4) slashing damage.

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10
Hordling
Hordling
Hordlings are the most numerous occupant of Hades and Medium fiend (hordling), neutral evil
can be found on all three layers. They are misshapen,
twisted fiends, no two exactly alike, with a hatred for Armor Class 14 (leather armor)
life and a knack for terror. Hordlings come in all shapes Hit Points 32 (5d8+10)
and sizes – tall, thin, short, stocky, winged, snouted, and Speed 30 ft.
more. They hop, leap, climb, crawl, walk, or run on two
STR DEX CON INT WIS CHA
or more legs, and some visitors have noted a hordling
16 (+3) 12 (+1) 14 (+2) 7 (-2) 9 (-1) 6 (-2)
spontaneously change their appearance under unknown
circumstances, sprouting wings or flippers in a monstrous Damage Resistances fire
shift. They travel in packs, falling upon creatures in a Damage Immunities poison
wave whenever they find them, using their numbers to Condition Immunities poisoned
overwhelm foes. Senses darkvision 60 ft., passive Perception 9
Reborn Fiends … Sort Of. It is widely believed that Languages Common, Hordling
hordlings are the echo of fiends that have died on Hades. Challenge 2 (450 XP)
When a fiend dies in the Gray Waste, the gods of the
Triumvirate of the Grave do not get to collect the fallen Magic Resistance. The hordling has advantage on saving throws
soul for the fiend has no soul in the traditional way. against spells and other magical effects.
Instead, the fiend is usually reborn on their native plane,
but Hades claims a portion of their power in the form of Mutation. The hordling has one of the following mutations,
a new hordling. Because the Blood War has ravaged the determined randomly by rolling a d20 or chosen by the DM.
plane for countless centuries, hordlings are near limitless. The hordling’s mutation can change at any time as determined
Minions and Pawns. Hordlings are self-serving by the DM.
creatures that delight in nothing more than misery for its
own sake, which makes them easily coerced minions for 1-2: Amphibious. The hordling can breathe air and water.
greater powers. Demons, devils, and yugoloths have all 3-4: Blindsight. The hordling has blindsight out to a range of 10
conscripted great numbers of hordlings in the past, though feet.
this is usually done out of desperation. Hordlings rarely 5-6: Hop. The hordling can hop up to 20 feet in a straight line
follow any plan more complicated than “go eat that thing” by using only 5 feet of movement.
7-8: Flight. The hordling has grotesque misshapen wings and a
and are liable to turncoat on their “masters” at the first
flying speed of 30 feet.
self-serving opportunity. They care only for the spreading
9-10: Spider Climb. The hordling can climb difficult surfaces,
of suffering, but a clever general can twist this nature to
including upside down on ceilings, without needing to make an
their own purpose. ability check.
11-12: Long Arms. The hordling’s claw attack has a reach of 10
feet.
13-14: Hammer Fists. The hordling’s claw attack deals
bludgeoning instead of slashing damage.
15-16: Keen Hearing and Smell. The hordling has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
17-18: Digging Claws. The hordling has a pair of extra arms
used for digging, giving it a burrowing speed of 30 feet.
19-20: Two-Headed. The hordling has two heads. It has
advantage on Wisdom (Perception) checks on saving throws
against being blinded, charmed, deafened, frightened, stunned,
or knocked unconscious.

Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10+3) slashing damage plus 7 (2d6) poison damage.

Belch (Recharge 5-6). The hordling belches out a cloud of


dangerous energy in a 30-foot cone. Roll 1d6 to determine
the type of damage – 1: acid; 2: cold; 3: fire; 4: lightning; 5:
poison; 6: necrotic. Creatures in the area must make a DC 12
Constitution saving throw, suffering 14 (4d6) damage on a
failed save, or half as much on a success.

Volume XXII | Gray Waste of Hades


11
Larviathan
Larviathan
Enormous, mindless, and incredibly dangerous, the Gargantuan fiend, neutral evil
larviathan is a monstrous creature that burrows through
the Gray Waste in a never-ending quest for food. It appears Armor Class 14 (natural armor)
as a massive maggot, nearly twenty feet long, with a Hit Points 232 (16d20+64)
grayish-yellow pallor to its thick undulating hide. The Speed 20 ft., burrow 50 ft.
larviathan’s bulk is moved by hundreds of appendages
STR DEX CON INT WIS CHA
along its belly that each resemble small human arms. Its
26 (+8) 9 (-1) 19 (+4) 6 (-2) 10 (+0) 2 (-4)
head tapers to a point with a mouth that drips lethal poison
from rows of fangs. Its mouth is too small to swallow a Damage Resistances acid, cold, fire; bludgeoning, piercing, and
creature whole but the larviathan is nothing if not patient – slashing from nonmagical weapons
it can chew slowly on food for days, reducing it to a mushy Damage Immunities fire, poison
gray paste, before finally devouring the resultant slurry. Condition Immunities charmed, exhaustion, frightened,
Born of Mass Death. Larviathans are born when a great poisoned, prone
number of mortal creatures die at once in Hades. The Senses blindsight 120 ft. (blind beyond this radius), passive
souls normally spawn as larvae, but when so many happen Perception 10
at the same time – more than a hundred though the Languages understands Abyssal and Infernal but can’t speak
number isn’t exactly known – they congeal together and Challenge 14 (11,500 XP)
create a larviathan. Some night hags and liches have tried
to force the birth of these monstrous creatures in order to Magic Resistance. The larviathan has advantage on saving
capture and control it, but most of these experiments have throws against spells and other magical effects.
resulted in abject failure. One particularly ambitious night
hag succeeded beyond her wildest imaginings, and the Regeneration. If the larviathan is touching the ground on the
resultant larviathan was so huge she was crushed beneath Gray Waste of Hades, it regains 20 hit points at the start of its
its bulk. turn. The larviathan dies only if it starts its turn with 0 hit points
Seeking Food. Larviathans feed on living creatures and doesn’t regenerate.
with emotions. They typically ignore bleak rats and diakka
Sense Emotions. The larviathan automatically detects the
that form the basis for the food chain on Hades in favor of
exact location of living creatures within 60 feet unless they
demons, devils, and mortals, and though its most potent
are magically shielded from having their thoughts or emotions
attacks are largely ineffective against fiends, the larviathan detected.
is nearly immortal while on Hades. More than one
demon and devil force has been scattered by the sudden Actions
appearance of a hungry larviathan desperate for food and
driven to the surface in search of sustenance. Multiattack. The larviathan makes three attacks: two with its
claws and one with its bite.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 35 (4d12+9) piercing damage plus 18 (4d8) poison
damage.

Claws. Melee Weapon Attack: +13 to hit, reach 15 ft., one


target. Hit: 20 (2d10+9) slashing damage.

Despair Cloud (Recharge 5-6). The larviathan releases a 60-foot


cone of nearly invisible vapor from its mouth. Living creatures
in the area suffer 33 (6d10) psychic damage and must succeed
on a DC 17 Wisdom saving throw or become filled with despair.
Creatures that fail lose half their movement speed and suffer
disadvantage on all attack rolls, ability checks, and saving
throws. They are allowed an additional saving throw at the end
of their turn, ending the effect on themselves with a success.

Volume XXII | Gray Waste of Hades


12
Pyrite Sludge
Pyrite Sludge
The dwarven god Abbathor lives in a secretive Large ooze, unaligned
underground realm below Oinos known as Glitterhell. It
is a trap-filled maze with numerous false entrances, and Armor Class 8
Abbathor never invites creatures inside. However, that Hit Points 75 (10d10+20)
doesn’t mean that creatures don’t escape from time to Speed 20 ft., climb 20 ft.
time. Pyrite sludges are believed to have been a creation of
STR DEX CON INT WIS CHA
the greedy dwarven god that got away from him, for they
19 (+4) 7 (-2) 14 (+2) 1 (-5) 6 (-2) 2 (-4)
have been found all over Hades and neighboring planes
as well. They appear as rich veins of golden ore when Damage Immunities acid, fire, cold, lightning, slashing
plastered against stone, but like their name suggests there Condition Immunities blinded, charmed, deafened, exhaustion,
is more than meets the eye. frightened, prone
Hungry for Metal. Pyrite sludges eat metal of all kinds Senses blindsight 60 ft. (blind beyond this radius), passive
and seek it out wherever possible. They quickly break Perception 8
down metal they come in contact with, leaving colorless Languages --
flakes in their wake that drift about in the breeze. It Challenge 5 (1,800 XP)
isn’t uncommon for some woodland realms across
the multiverse to use pyrite sludges as guards against Amorphous. The pyrite sludge can move through a space as
unwanted intruders; the elves of Arvandor on Arborea are narrow as 1 inch wide without squeezing.
especially fond of protecting their most sacred sites with
imprisoned pyrite sludges, kept starved for metal to keep Corrode Metal. Any nonmagical weapon made of metal that
them ferocious. hits the pyrite sludge corrodes. After hitting, the weapon takes
Pests of Glitterhell. Do pyrite sludges originate in the a permanent and cumulative -1 penalty to damage rolls. If its
depths of Glitterhell, or are they simply drawn to it like the penalty drops to -5, the weapon is destroyed. Nonmagical
moth to a flame? The debate rages but regardless they are ammunition made of metal that hits the pyrite sludge is
found throughout Abbathor’s realm. They slither through destroyed after dealing damage.
Glitterhell, devouring Abbathor’s precious veins of rich ore,
sending the greedy dwarven god into an ever-deepening Actions
pit of madness. His fits of rage shake the foundations
of Oinos, though few witness them because of the god’s Multiattack. The pyrite sludge makes two pseudopod attacks.
relative isolation. Much of his time is spent hunting down
Pseudopod. Melee Weapon Attack: +6 to hit, reach 10 ft., one
pyrite sludges and stopping them using a combination of
target. Hit: 9 (1d10+4) bludgeoning damage plus 16 (3d10)
wooden weapons and his fists, and the insatiable oozes
acid damage. In addition, nonmagical armor worn by the target
have become large enough problems to force Abbathor to is partly corroded and takes a permanent and cumulative -1
seek outside help. Begrudgingly. penalty to the AC it offers. The armor is destroyed if the penalty
reduces its AC to 10.

Magnetize (Recharge 5-6). The pyrite sludge magnetizes


its form to draw in metal objects. Metal objects (including
coins) that are not held within 20 feet of the pyrite sludge
are automatically drawn into its space. Creatures holding
metal objects (like weapons and shields) within 20 feet must
succeed on a DC 14 Strength saving throw or have any held
metal objects pulled into the pyrite sludge’s space. Creatures
wearing metal armor suffer disadvantage on this saving throw,
and if they fail the save they are drawn 10 feet closer to the
pyrite sludge. Any metal object in the pyrite sludge’s space is
subjected to its Corrode Metal ability.

Volume XXII | Gray Waste of Hades


13
Rakkix
Rakkix
Rakkix are malevolent spiders creatures that spin nearly Large fiend, neutral evil
invisible webs across Oinos and Niflheim on Hades in
order to snare the unwary, whether it be fiend, celestial, or Armor Class 17 (natural armor)
mortal. They have large bloated bodies, completely gray Hit Points 39 (6d10+6)
like most things on Hades, with intricate patterns marked Speed 40 ft., climb 40 ft.
in black along their abdomens. They live in secluded nests,
STR DEX CON INT WIS CHA
usually in narrow canyons on Oinos and high in thick pine
15 (+2) 20 (+5) 12 (+1) 7 (-2) 13 (+1) 4 (-3)
trees on Niflheim, and while rakkix live with others of their
kind they do not work together. Each rakkix is responsible Skills Perception +3, Survival +5
for their own food, resulting in fierce competition over the Damage Resistances acid, lightning
things that get ensnared in their fire-proof webs. Damage Immunities fire, poison, psychic
Genderless Immortal Fiends. Rakkix have no gender. Condition Immunities charmed, poisoned
They are asexual fiends that reproduce by laying a clutch Senses darkvision 120 ft., passive Perception 16
of eggs, but those eggs are fertilized from blood by specific Languages Abyssal, Common, Infernal
types of creatures. Some rakkix eggs require demon blood, Challenge 3 (700 XP)
some devil blood, and some even the blood of celestials.
With the Blood War constantly raging across Hades, there Magic Resistance. The rakkix has advantage on saving throws
is no shortage of hosts, but the rakkix just need to set their against spells and other magical effects.
webs up to capture the right victim. They also seem to be
immortal – there are no reports of rakkix dying of old age, Spider Climb. The rakkix can climb difficult surfaces, including
only rakkix getting bigger, more intelligent, and hungrier. upside down on ceilings, without needing to make an ability
Fight for Dominance. A rakkix nest is a hotbed of check.
simmering hatred as each fiend fights for dominance over
the next meal. Some rakkix are looking for blood from a Web Sense. While in contact with a web, the rakkix knows the
specific type of creature to fertilize an inert clutch of eggs, exact location of any other creature in contact with the same
giving them an edge over their fellows, but all rakkix are web.
hungry all the time. Creatures caught in rakkix webs and
escaped have told tales of the spider fiends fighting one Web Walker. The rakkix ignores movement restrictions caused
another before descending down to target their victim, by webbing.
giving the ensnared an opportunity to escape.
Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 12 (2d6+5) piercing damage plus 14 (4d6) psychic
damage.

Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range


30/60 ft., one creature. Hit: the target is restrained by webbing.
As an action, the restrained target can make a DC 12 Strength
check, bursting the webbing on a success. The webbing can
also be attacked and destroyed (AC 10; hp 10; immunity to
bludgeoning, fire, poison, and psychic damage).

Volume XXII | Gray Waste of Hades


14
Yugoloth, Baernoloth
Baernoloth
Baernoloths occupy a strange place in the yugoloth Large fiend (yugoloth), neutral evil
hierarchy. They are powerful fiends, intelligent and
resourceful, but they remain outside the typical power Armor Class 16 (natural armor)
structure of the yugoloths. Baernoloths are found almost Hit Points 133 (14d10+56)
exclusively in the Gray Waste of Hades, having never Speed 30 ft.
emigrate to Gehenna like the vast majority of other fiends,
STR DEX CON INT WIS CHA
and they tend to be solitary loners, living off of suffering
22 (+6) 14 (+2) 18 (+4) 16 (+3) 19 (+4) 17 (+3)
and fear that permeates the gray realm around them.
Physically, their scrawny bodies and gangly limbs bely a Skills Deception +7, Insight +8, Perception +8, Persuasion +7
supernatural strength, and their long faces carry distinct Damage Resistances cold, fire, lightning; bludgeoning, piercing,
goat-like traits. They almost never carry weapons or wear and slashing from nonmagical weapons
gear, preferring the savage joy that comes from tearing into Damage Immunities acid, poison
an opponent with their massive claws or sinking their teeth Condition Immunities charmed, frightened, poisoned
into their flesh. Senses truesight 120 ft., passive Perception 18
Respected Elders. Baernoloths may be separate from Languages Abyssal, Infernal, telepathy 120 ft.
most of yugoloth society, but they are still consulted from Challenge 10 (450 XP)
time to time by others, mainly ultroloths and arcanaloths.
These fiendish fellows come to the baernoloth due to the Innate Spellcasting. The baernoloth’s innate spellcasting ability
creature’s immense age and experience – most believe is Charisma (spell save DC 15). The baernoloth can innately cast
baernoloths are immortal and trace their heritage back the following spells, requiring no material components:
to the origin of the yugoloth race. Because of this, they
have accumulated a wealth of knowledge, more practically At will: alter self, darkness, detect magic, detect thoughts,
applied then the scholarly knowledge of the arcanaloths, suggestion
with an inherent wisdom tempered by experience. They 3/day each: cloudkill, fear, heal, symbol
have witnessed countless generations rise and fall on
Hades and across the Lower Planes and have seen the Magic Resistance. The baernoloth has advantage on saving
throws against spells and other magical effects.
Blood War unfold in real time around them.
Perpetrators of Suffering. To a baernoloth, suffering is
Magic Weapons. The baernoloth’s weapon attacks are magical.
the only purpose in the multiverse, and to inflict suffering
on others is to fulfill their highest calling. They are master
Actions
torturers, and in their twisted towers and cavernous lairs,
baernoloths develop new methods of inflicting pain and Multiattack. The baernoloth makes three attacks: one with its
anguish on imprisoned victims. Of course, they rely on bite and two with its claws.
the old standbys as well, including the use of magical and
mechanical devices common across the multiverse. The Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
here and now is usually all that concerns a baernoloth, and Hit: 24 (4d8+6) piercing damage.
they rarely plan out their actions beyond the immediate
infliction of pain to any around them. Screams and the Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one
cries of the anguished are music to their fiendish ears. target. Hit: 15 (2d8+6) slashing damage.

Teleport. The baernoloth magically teleports, along with


any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.

Reactions

Open Wound. The baernoloth chooses a creature it can see


within 30 feet that it has damaged with one of its weapon
attacks in the last 24 hours. The creature immediately suffers
18 (4d8) psychic damage as the wound bleeds fresh and pain
shoots out from it.

Volume XXII | Gray Waste of Hades


15
Hazards & Phenomena 1d20 Blood War Aftermath

The Gray Waste has an insidious way of getting under the 16 Several melted mangonels constructed of black
skin of travelers and infecting them with an apathy towards steel and decorated with yugoloth symbols
life and existence in general. It’s a subtle evil, much less 17 Broken masonry scattered about the rough
overt than the fire and brimstone found in the Abyss structure of a ruined keep still smoking
and the Nine Hells. Staying alive and sane in Hades is a 18 A series of huge hoofprints marking the dirt
challenge for the stoutest of minds and hearts. where gigantic war beasts trod
19 A pack of yugoloth deserters leaving the area
Blood War Aftermath 20 Scavengers! Roll on the random encounter table
Oinos sees the most activity in the long-standing Blood to determine what creatures are picking through
War between demons and devils for control over the the rubble
Lower Planes, and the aftermath of those battles litters
the first layer of Hades. Skirmishes and open battles are
frequent and can certainly sweep up characters, but just
The Graying
as often a party traveling through Oinos only encounters Hades isn’t known as the Gray Waste without good reason.
the aftermath. The below table can be used to highlight On every layer in almost every realm, all colors have been
the impact the Blood War has on Hades, and to create leeched away, leaving only shades of gray over the entire
potential adventure seeds for future exploitation. landscape – the skies, the ground, the hills, everything. The
River Styx’s normally blood-red color dulls to near black
1d20 Blood War Aftermath while it flows through Oinos.
Anything brought into Hades eventually discolors to a
1 Shards of green steel swords forged in the Nine shade of gray, an effect known as the graying. Brighter
Hells scattered about and more vibrant colors can take a full week to lose their
2 A noxious cloud of yellowish vapor containing the original shade while duller colors take less time. This
dissipating remnants of spectral faces effect is largely cosmetic, and there are wizards in planar
3 A field of mangled demons dissolving into the trading cities that specialize in restoring lost color to
gray earth things found or left on Hades too long.

4 Clouds overhead churning in a vortex pattern


after a demonic force retreated Niflheim: Clinging Mists
5 An altar dedicated to Asmodeus hastily The gray pine forests of Niflheim are largely obscured by
constructed of demon bones dimming with fading thick, grasping mists that envelop the entire layer. They
power curl around the trunks of the gray trees, between the tufts
6 An impact crater hundreds of feet wide with a of gray pine needs clinging to the branches, and help hide
single devil corpse crushed in the center the natural pits, lakes, and swamps that dot the layer.
Anything more than 30 feet away is heavily obscured by
7 Black ichor drizzling from the sky from a great the mists, and vision is completely blocked at a distance of
aerial battle 60 feet by the pine trees and mists.
8 A ruined infernal war machine from Avernus The mists also resist attempts to disperse. A spell like
crashed into a crevasse, the hull smoking gust of wind can swirl the mists for a short period of time,
9 Great iron chains lay strewn about, still wet from clearing an area, but as soon as the spell effect ends the
where they cut into fiendish flesh holding back fog rushes back in and reclaims what it lost. Some planar
some monstrosity before it was released scholars claim an intelligence sits behind the mists –
perhaps Arawn or Hel, or a combination of the two, but few
10 Enormous shards of black ice studded into the give credence to these ideas. And the mists certainly don’t
ground, melting into the gray dirt respond to anything that would suggest a sentience behind
11 Blackened scorch marks in the ground that create its thick, flowing movements.
an enormous symbol of the demon lord Eblis
when viewed from the sky
Oinos: Wasting Sickness
12 A copse of twisted leafless trees burning with
emerald green fire Diseases are rampant on Oinos owing to the perfect
combination of hundreds of thousands of combatants
13 The twisted skeleton of an enormous devil fighting an eternal war and soaking the ground with blood,
monstrosity, the bones still smoking sweat, and tears. However, there’s something more that
14 Pools of bubbling acid slowly being absorbed into Oinos has the many travelers don’t realize – Khin-Oin
the gray dirt the Wasting Tower, bastion of the Oinoloth and greatest
15 The bat-like wings of a colossal demon draped stronghold of the yugoloth in the multiverse. Khin-Oin’s
across the ground worst kept secret is the Siege Malicious, a great throne
that sits at the top where the Oinoloth rules. It’s not just

Volume XXII | Gray Waste of Hades


16
ornamental, however. The Siege Malicious is a powerful outside of Pluton, while two failures require 1 week and
disease machine that can infect the entire plane given the three failures require 1 month. If a creature that has failed
right circumstances – and beyond if the rumors are true. four saving throws can somehow be directed outside of
The presence of the Siege Malicious combined with Pluton, they remain memoryless for 1 year. The death god
the unhealthy factors of the Blood War creates a wasting Hades has an instinctual link to creatures restoring their
disease that can infect any creature that spends time in memories and usually sends cults and servants to drag the
Oinos and interacts with the natural environment. This victim back to Pluton to finish the leeching process.
includes drinking or falling into water, getting dirt into
fresh wounds, or traversing underground. Creatures in
these circumstances must make a DC 15 Constitution Vile Transformation
saving throw or contract the wasting disease of Oinos. The Larvae are mortal souls that have been reborn as
wasting disease has four stages. disgusting wriggling grubs in the soil of Hades. They
The first stage starts at infection, and the victim loses serve as food and commodity for the residents of the Gray
1d6 points of Charisma. These lost ability score points Waste; night hags are especially fond of rounding up larvae
only return when the disease is cured and the victim has and selling them on black markets across the multiverse.
spent a long rest outside of Hades. The wasting disease Larvae are created in one of three ways – through
can only be paused while on Hades, but it can flare up horrendous magical transformation spells known only
easily, forcing the victim to make additional saving throws to the highest-ranking servants of the Triumvirate of the
as if they were contracting the disease for the first time. In Grave; by the gods of death diverting unbound souls and
these circumstances, the disease skips previous stages and releasing them into Hades; or by a vile transformation that
moves to the next. affects mortal creatures on the plane.
For most victims, the second stage of the wasting The vile transformation is deceptively simple. Every long
disease occurs at the next long rest after the onset. The rest spent on the plane, mortal creatures (fiends, celestials,
victim automatically loses 1d6 points of Dexterity and and elementals are immune) must succeed on a DC 10
Strength (roll separately for each) as the disease quickly Wisdom saving throw. On a failure, they gain a level of
attacks the muscles. The third stage is far more insidious exhaustion. These levels of exhaustion cannot be removed
– it strikes 1d20 hours later as the victim’s skin becomes while the victim remains on Hades. When a victim gains
paper-like, gray, and flakes off in great chunks. The fourth their sixth level of exhaustion through any effect while
and final stage occurs 1d6 hours after the third stage, and on Hades, the victim’s body dies and they are reborn
results in death. immediately as a larvae. This process is irreversible, at
The wasting disease is particularly nasty around Khin- least to common thinking, and transformed larvae quickly
Oin. Creatures unprotected from disease can contract the lose all memories of their previous lives.
wasting disease by just being within 1 mile of the yugoloth
tower, and the stages are more rapid (second stage occurs
after the first short rest, third stage is 1d4 hours later, and
fourth stage is 1d6 minutes.
Mysterious Sites & Treasures
The Gray Waste hides multiple sites and relics of power,
many of which are the direct result of the Blood War
Pluton: Memory Leech between the demons and devils of the Lower Planes.
The gray sands of Pluton are vast, endless, and supremely There must be some reason for adventurers to head into
boring. Every sand dune looks like the last sand dune, and the dangerous and deadly realms of Hades!
the horizon blends nearly perfectly into the sky to create
a featureless gray haze in all directions. The stunning
dullness of Pluton on the surface hides the insidious power Chasm of Plagues
of the layer, which steals away memories from travelers. Khin-Oin the Wasting Tower is a dominating sight on the
After every long rest on Pluton, creatures must succeed on otherwise featureless horizon of Oinos. It towers over the
a DC 15 Intelligence saving throw. On a failure, they lose landscape, and considering the dangerous disease that
memories dear to them – friends and family are forgotten, radiates out from it, few go near it. But nearby, roughly ten
hometowns hold no special meaning, and even the reason miles from the tower itself, yawns the Chasm of Plagues,
for coming becomes vague and undefined. a darkness-filled gorge cut into the Gray Waste itself. It
After a creature has failed four of these saving throws is patrolled by servants of the Oinoloth at all times, for
they lose all memories and are drawn inexorably to the within its depths is rumored to be the source of Khin-Oin’s
Gates of the Underworld where they are drawn without disease-generating power.
having any idea why. Hades, the god of death that rules The Chasm of Plagues is a jagged scar in the ground,
the Underworld, welcomes these memory-less travelers as roughly 500 feet across at its widest and almost a mile
menial labor and puts them to work on projects around his long. The sides are steep and cloaked in darkness and few
realm. The memory leeching of Pluton does not occur in know exactly how far down it goes – the shadows become
the Underworld. a physical force, like liquid darkness, after descending a
It is possible to restore lost memories. They return mile down. Strange gray moss and fungi cling to the rocky
on their own, slowly regenerating, over a period of time sides which are climbable by an experienced traveler,
based on how many failures the victim accumulated. though the yugoloths and slasreths (monsters normally
Memories lost over one failure come back after 1 day native only to Gehenna) patrol regularly and have orders to
destroy any intruders.
Volume XXII | Gray Waste of Hades
17
The moss and fungi supposedly grant creatures to be elevated. Is this the work of Hades, the god of the
resistance or immunity to Khin-Oin’s worst wasting Underworld? The god does seem to favor the nightmares
disease, but there are rumors the Chasm of Plagues holds more than the other two of the Triumvirate of the Grave,
the source of power for the Siege Malicious itself in its and it would not be out of the ordinary for the fickle Hades
depths. Few have even attempted the journey into the to distribute such power randomly.
black chasm, and those that have and lived to tell the tale
say there is a living disease of monstrous proportions that
moves and flies in the shadows. Finnvang Forest
Finnvang Forest is a stretch of pine woods in Niflheim
that seem to the untrained eye as any other patch of foggy
Death of Innocence wilderness on the layer. It is the realm of Zulkaz the Troll
Squatting in the pine forest of Niflheim sits the isolated King, and the legions of immortal trolls and ogres that
frontier town, Death of Innocence. The people that have live in the forest scour the region without end looking for
drifted into its wooden-timbered buildings and muddy the missing organs of their liege. Zulkaz had his organs,
streets all share the viewpoint that death is the only including his eyes and heart, removed by a hero looking
release from suffering, but they are too selfish and too to free his love from the clutches of Arawn. The hero
arrogant to die by their own hands. It is a grim town, with succeeded, but Zulkaz – being an immensely powerful and
clawing mists as thick as anywhere on the layer hanging immortal being – did not die. Instead, the Troll King lives
around it, but it does offer some respite for those lost to on in agony, and the search for his parts continues without
Niflheim’s heavy pine forests. end.
Death of Innocence is positioned relatively close to Zulkaz’s forces have orders to bring any trespasser
the Halls of Hel, and the goddess of death does not look into Finnvang Forest to the Troll King’s dreary gray stone
kindly upon such a settlement so near her sacred borders. castle. There, Zulkaz questions the prisoners without
She has sent packs of garmr led by her most experienced end, demanding to know where his eye, heart, and liver
hunters into the town to wipe them out, which happens are located. Most planar scholars that study the history of
frequently, but something in the site attracts more people Finnvang believe that the Troll King’s missing body parts
and before long the buildings are back up and Death of are not actually on Niflheim at all, but Zulkaz refuses to
Innocence stands again. It’s happened so many times the believe this. The greedy self-absorbed Troll King jumps at
residents actually look forward to the razing. any opportunity to get his body parts back, but he is quick
What about the site attracts travelers and draws the to betray any alliance and break any agreement at the most
ire of Hel? There have ben strange occurrences in Death opportune moment.
of Innocence witnessed by travelers, including glowing
lights, distant laughing voices, the tinkling of bells. Is
there a gateway to the Plane of Faerie, the Feywild, Fog Labyrinth of Cralfum
hidden somewhere within, below, or even above Death of Not all of the fog in Hades is found in Niflheim. One
Innocence? particularly dangerous stretch of rocky terrain in Oinos
descends into a shallow valley completely filled with thick,
choking mists. Known as the Fog Labyrinth, it is the
Dreaming Bones home to an insane lich named Cralfum who is attempting
Herds of nightmares thunder across the landscape of to unlock the borders between the layers of Hades. His
Hades. They are common on Oinos, rare on Niflheim, ultimate goal isn’t exactly clear, though Cralfum believes
and almost never seen on Pluton. The only time an the unwinding of the borders will result in him achieving
unaccompanied nightmare has been seen in the gray sands great power and taking a seat on the Triumvirate of the
of Pluton it has been on a pilgrimage to the Dreaming Grave.
Bones, a great mountain in a sandy valley completely Cralfum may be insane, but his power and mastery over
comprised of bones – the bones of nightmares. planar gates is well regarded across the multiverse. The
Nightmares come to the Dreaming Bones to end their Fog Labyrinth actually pulls in the mist from Niflheim,
physical form, but that is not death for them. They are so the entire area has the same Clinging Mists feature
reborn after giving themselves over to the grisly pile, re- as the second layer. The lich’s personal sanctum sits
emerging somewhere on Hades with new life and vigor. in the center of the Fog Labyrinth – a domed structure
The Nightmare Princesses are the only ones that know covered in arcane sigils. Inside, he tinkers with magic that
the exact location of the Dreaming Bones so in order to sits at the crossroads of the multiverse. He has regular
die and be reborn, a nightmare must seek out one of these correspondences with other powerful spellcasters that
powerful but fickle individuals and request the location. share his interest in planar magic, and some of his spells
Most of the time, the Nightmare Princesses oblige, and if have become known to planar scholars in distant realms.
the whim strikes they may send an honor guard on the trip Those seeking Cralfum had best be prepared, however.
– or accompany the nightmare themselves. Some quirk of the magic that created the Fog Labyrinth
It is said that the Nightmare Princesses must rejuvenate actually creates near-solid walls that shift, dissipate, and
their own bodies at the Dreaming Bones every so often, reform at random. Cralfum found a tribe of minotaurs on
but their rebirth is different. They die as Nightmare another plane, killed them, and then animated their bones
Princesses but return as regular nightmares, and in the as powerful skeletons that retain some measure of their
cosmic scales another nightmare on Hades is chosen former intelligence. The skeletal minotaur guardians of the
Fog Labyrinth are merciless and loyal only to the lich.
Volume XXII | Gray Waste of Hades
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Glitterhell The taverns around Grimport’s docks are the shabbiest,
dingiest, dirtiest dives in all of Hades and they serve the
Beneath the rocky Gray Waste of Oinos sits a vast complex
most vile and despicable drinks imaginable, but they can
of narrow tunnels and cramped passages known as
also be a source of information. Travelers looking to learn
Glitterhell. This is the realm of Abbathor, the dwarven god
about the latest movements in the Blood War, or upcoming
of greed, and he keeps vast amounts of wealth secreted
skirmishes that might affect their travel plans, can do
away within his tunnels. He employs traps of all kind to
worse than asking around at Grimport’s dockside taverns.
keep thieves and robbers out, and he knows where every
The Grim Specter usually only intervenes when large scale
last copper coin sits in Glitterhell. A rampant paranoia fills
violence threatens Grimport itself, so visitors must still be
Abbathor so he trusts nearly no one, but he does keep a
careful to avoid asking the wrong questions and provoking
small number of blind duergar miners and priests to help
the dangerous patrons into taking lethal actions.
do the menial work in Glitterhell.
There are numerous openings on the surface of Oinos
that supposedly lead into Glitterhell, but the vast majority Hall of Hel
of these traps of insidious design. Some dump the intruder
into vats of gray acid, while others crush them beneath Hel’s realm in Niflheim is noticeably colder than the
heavy blocks that shoot out from the walls, ceiling, and rest of the fog-enshrouded pine forest, and she always
floor. The divine power of Abbathor keeps the graying keeps regular patrols of fiercely loyal frost giants on
that affects the rest of Hades at bay in regards to physical guard to ensure no one gets in or out without her express
items, so gold, silver, and other metals keep their original permission. The center of her realm is a massive timber
luster within Glitterhell. building several miles long that serves as the Hall of
Abbathor is not without his foils, however. Pyrite sludges Hel. The interior is dominated by an expansive banquet
ooze through his traps and climb through his carefully chamber, filled with dozens of long tables, but there is no
prepared setups to devour the god’s precious hoarded merriment or festivities that occur here. Poisonous sap
metals. Are the pyrite sludges created as a natural thwart drips from the ceiling at irregular intervals and the chill
to Abbathor’s greed? Or were they introduced by some of the outside is nothing compared to the icy frost of the
other engineering power to teach the greedy dwarf god a inside.
lesson? Abbathor’s mind reels with the possibilities and The people that sit at the tables are the souls bound to
his rantings fill the halls as he hunts the dangerous pyrite Hel against their will. Sumptuous food is laid out at all
sludges down with wooden hammers and spears. times, served up by skeletal servants, but to eat any of it
is to invite wracking convulsions and horrific pain. Hel
herself sits at a throne that overlooks the banquet hall
Grimport where she passes sentencing on those that have been
doomed to her grim Niflheim realm. Sometimes, she
There are very few points of actual respite in all of Hades.
pronounces judgement on those that were caught trying to
This is especially true for Oinos, where the eternal Blood
infiltrate her realm as well, though just as often she leaves
War flares up with blood results near constantly. The only
the grisly duty to her fierce packs of garmr and attendant
stable point on the layer, perhaps even the entire plane,
keepers.
is a ramshackle port town on the River Styx known as
Behind Hel’s throne is her personal treasure chamber
Grimport. The ruler of Grimport is a spectral force in a
which is said to hold ancient relics from across the
tattered black cloak who speaks only in a harsh whisper;
multiverse related to glorious death in combat. Hel herself
locals call it the Grim Specter but no one really knows its
is a coldly beautiful woman of giant-size with a morose,
name, origin, or purpose beyond keeping Grimport neutral
sullen look on her face. She seems to take no pleasure
and safe from marauding demons and devils.
in her duties, though that does not mean she slacks at
The Grim Specter uses fantastic powers to keep fiends
all in trying to ensnare souls for the good of Hades and
and celestials civil in its bleak, crooked streets, and most
her realm. Giants of all kind can be found in the Hall of
don’t even try to raise problems anymore. The forces
Hel serving as guards to their mistress, but the chambers
that invade Hades meet in Grimport to discuss plans,
below the great hall are said to hold the souls of unworthy
reconnoiter the landscape, and to hire mercenaries, as
giants, chained forever and bound to cook and clean for
the yugoloths have taken up most of the running of the
the residents of the great hall.
river port town. This seems to suit the Grim Specter just
fine, and the yugoloths have a vested interest in keeping
Grimport decidedly neutral in the Blood War. How else
would they conduct their business of mercenary work for
both sides?
Merrenoloths are especially common in Grimport, and
there are few more stable locations on the River Styx in
all the Lower Planes. A traveler seeking a ferryman for the
dangerous river journey can usually find a merrenoloth or
other captain willing to book passage – for the right fee.
Sometimes, the cost is a soul coin or two per passenger,
other times the merrenoloth wishes for some other trinket.
What drives these mysterious fiends is beyond most.

Volume XXII | Gray Waste of Hades


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Isles of the Cursed position and title. They just need to pass through Khin-
Oin’s lower floors and survive.
There are countless lakes in Niflheim’s pine forests, but
Khin-Oin is filled with traps, imprisoned fiends, and
most are oily gray waters less than a mile in any direction.
hazards accumulated from centuries of yugoloth paranoia.
The largest lake on the layer is Annwn, and its fog-cloaked
Each Oinoloth adds their own special flavor of horrible
banks hold the secret realm of Arawn, one of the gods of
to the rooms that make up the tower. The Wasting Tower
death in the Triumvirate of the Grave. Arawn’s personal
is roughly 250 feet in diameter, which tends to be much
domain is a series of ten islands in the center of Annwn
smaller than most people think, though its sheer size
known as the Isles of the Cursed, and getting there is quite
straight up is daunting enough.
a challenge. Magical impediments and divine decrees
It is also widely known that Khin-Oin descends an
prevent any creature from flying over the waters of Annwn
equal height into the ground of Oinos. What horrors lurk
– travel is only permissible by boat. Serpents of all kind
there few can guess – most that come into Khin-Oin seek
lurk hungrily in the gray depths, and the choppy waters are
the Siege Malicious and the Oinoloth and thus head up
difficult to navigate.
as soon as possible. Some say the dungeons below the
Travelers that make it to the center of Annwn are greeted
Wasting Tower hold prisoners captured by the yugoloths
first by a massive fortress made of countless bones, with a
across the multiverse, while others say they contain the
singularly huge skull sitting at the top, its eyes ablaze. This
warped early drafts of the fiends before the night hags that
is the Fortress Annoeth and serves as the lighthouse for
birthed them settled on a final design. Or all of these could
the Isles of the Cursed – seeing it, a traveler knows they
be true, with nearly twenty miles of tower, the possibilities
have entered into Arawn’s Isles of the Cursed.
and dangers are nearly limitless.
The ten islands are bleak places devoid of cheer or
camaraderie, though they are populated by the depressed
dead owned by Arawn. They toil in endless drudgery, Obelisks of Ash
working for the sake of work without producing anything
of value or note, all for the enjoyment of the realm’s Why is Hades the hotbed of the Blood War? What draws
ruler. Arawn himself is far more animated with the other demons and devils, and the accompanying forces that
Triumvirate of the Grave members, and he has a fondness both oppose and support them, to the Gray Waste to fight
for all of those that have been doomed to live on his cursed endlessly? One of the more popular theories points to
islands. Historically, he has also been the most willing to the strange stone slabs found across the plane. They are
work with mortals that make the journey across the water referred to by many names among the fiends but most
of Annwn to see him for whatever reason. refer to them as the Obelisks of Ash, and at least one
Arawn’s personal castle is the center of civility in an demon lord believes controlling these sites are the key to
otherwise gray and dismal plane. The god forces courtly harnessing the latent power of Hades and winning the
manners and etiquette by magical decree upon any who Blood War.
come to the castle seeking an audience with Arawn. There have been six Obelisks of Ash seen, mostly on
Though everything retains a gray shabby color, the Oinos but a few on Niflheim and Pluton as well. They
members of Arawn’s court are forced to act happy, though are each rectangular, 100 feet high and 25 feet thick,
it is clear from their vacant eyes, hollow smiles, and taut constructed of a solid piece of stone. The stone itself is
skin that no one is truly enjoying themselves. Arawn gray and defies all attempts to categorize or identify – it
doesn’t seem to care or mind. is indestructible, impervious to elemental damage, and
doesn’t chip or scrape. The surface is covered in intricate
pictogram, though no single source has managed to
Khin-Oin the Wasting Tower capture all of the images on a single Obelisk of Ash. What
has been seen by planar scholars suggest the obelisks are
It’s hard to miss Khin-Oin the Wasting Tower. It stands
ancient as the pictograms depict Hades under completely
about twenty miles high, stretching high into the gray
different circumstances – as a lush, vibrant realm where
clouds over Oinos, and appears to be constructed entirely
sinister monsters lurk and stalk.
out of the spine from some enormous beast. This is
The Obelisks of Ash are especially tricky because
the center of yugoloth power in Hades, and likely their
they constantly change position, never remaining in a
birthplace as well, though most of the fiends have relocated
single location for more than a day or so. Diviners in the
to the volcanic slopes of Gehenna. Most yugoloths still
Lower Planes have tracked these movements, and the
recognize the individual power of Khin-Oin and its master,
arcanaloths of the Tower Arcane on Gehenna possess the
the Oinoloth, as a force to be respected and coveted.
most complete records of the obelisks movement – but it
Khin-Oin is known as the Wasting Tower because of the
doesn’t seem to help in identifying positively where they
disease that ravages the body of unprotected travelers as
are going to show up. Eblis of the Unbending Knee, a chief
they come closer to the tower’s base. The Oinoloth at the
demon lord waging battles in the Blood War, has dedicated
top of Khin-Oin sits on a massive throne called the Siege
his troops and resources to finding the obelisks and
Malicious that actually creates and spreads the wasting
possessing them, but he has relied on unreliable intel and
disease, and under the right circumstances it is said that
chaotic power, and hasn’t had much success.
its myriad diseases can be spread across the multiverse.
Who built the Obelisks of Ash? What are their purpose?
Few Oinoloths have even attempted this, preferring instead
What does controlling one actually look like? These
to consolidate their power, for by yugoloth law any creature
questions and more continue to baffle planar scholars.
of any kind can challenge the current Oinoloth for their

Volume XXII | Gray Waste of Hades


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Sea of Misery a pragmatism that puts the balance of existence over the
needs of “good” and “evil.”
The gray desolate fields of Oinos are rocky, with little
His skeleton priests that tend to the Underworld are less
natural vegetation struggling in the bleak landscape, and
concerned with the balance, however, and they drive the
what little water exists can usually be traced to the River
larvae and imprisoned souls past the brink of desperation.
Styx. The largest such body of water is the Sea of Misery,
Hades does not allow residents to leave, and his
connected to the River Styx by underground channels.
disappointed wrath can spread across the planes to enact
This broad shallow sea is less than fifty feet deep at its
vengeance upon those that do manage to escape.
maximum, but it spreads out over a hundred miles in
diameter. Several rocky features jut out from its dismal
gray waters, and the entire area has become a natural
flashpoint for conflicts in the Blood War.
The demon lord Eblis of the Unbending Knee throws
Adventure Hooks
wave after wave of demonic forces at the Sea of Misery,
Despite the gloomy desperation that permeates every facet
as the great lake has seen numerous appearances from
of existence in the Gray Waste, adventure can still be found
the Obelisks of Ash, while the devils see it as controlling
for those willing to seize upon it. Hades contains arguably
a major resource in the otherwise unending grayness of
the most concentrated evil in the multiverse so there are
Hades. Sea monsters of all kinds dwell in the shallow
plenty of opportunities for positive heroes to make a big
waters, feeding off of the fiends that fight overhead, and
difference.
hydroloths are common sightings even outside of the
Blood War.
For travelers, the Sea of Misery does not hold the same Tier 1 (levels 1-4)
memory-draining power as the River Styx, but its waters
still carry dangers. The wasting disease prominent in Hades is a dangerous place for inexperienced characters
Oinos is rampant here, so anyone swimming or otherwise to visit, even though it’s one of the most accessible of the
coming into contact with the Sea of Misery must check Lower Planes. Nonetheless, the plane’s gloomy influence
immediately for contracting it. The sheer number of battles spreads across the whole multiverse, and its pervasive
fought overhead means there is quite a bit of detritus at evil requires good heroes to rise up against it at all
the bottom of the lake, so scavengers of all kinds have been opportunities.
encountered in and around the waters, looking for the
choicest bits of scraps. … A local tavern has become unusually gloomy, with the
staff walking around in a depressed haze and the few
patrons drinking as if to drown themselves in alcohol.
Underworld The relative of one of these patrons asks the characters
to investigate, and the party quickly learns a supernatural
Pluton’s most powerful denizen, and perhaps the most
power is behind the despondency. Bleak rats have infested
powerful in all of Hades, is the god of death for whom
the cellars through a small gate to Hades, requiring the
the plane is named after. Hades is the strongest of the
heroes to put an end to the planar vermin and close the
Triumvirate of the Grave and its undisputed leader, and
gate.
on Pluton his realm of Underworld is the largest and
most dominating force. It sits beneath the gray sands of
… The local temple of healing has suddenly become
the layer, accessible only via a massive gate guarded by a
overrun by hordlings! The characters stumble into the
monstrous three-headed hound comprised of thousands of
adventure when they visit the temple on an unrelated
squirming living bodies.
errand and wind up facing the mutated fiends from Hades.
Beyond the gate, a set of stairs descends into the cool
The sudden arrival of the hordlings is traced to a puzzle
ground until ending at a yawning opening leading to
box unlocked by a neophyte, purchased in the market
the vastness of the Underworld. This is not a cavernous
square recently. Was it a deliberate plant by fiendish
underground realm, however. It is a land of night-black
forces to sow fear and despair? Who was the mysterious
poplars, wilting olive trees, scrub grasses, and twilight
merchant that sold the puzzle box?
skies. Larvae souls squirm and writhe before finally giving
up the last vestiges of hope and succumbing to the gloom
… A terrible sickness strike a town, forcing it into
of the Underworld, transforming into a wispy shadow
quarantine to keep the disease from spreading. The
drawn towards the dominating feature of the landscape –
characters are locked in and must find a cure before
the House of Hades.
the wasting sickness overruns the entire town. Yugoloth
Hades the god lives and rules from the House of Hades,
infiltrators have targeted the town with plague bombs
a massive palatial fortress constructed of polished black
containing concentrated strains of the wasting disease
marble. It is artfully decorated with exquisitely carved
emanating from Khin-Oin. The cure can only be found in
statues and iconography, and Hades considers himself to
Hades, in a black herb that grows in the Field of Nettles on
have the finest of tastes when it comes to art and sculpture.
Oinos.
Honored guests from across the multiverse come and
stay in the palace before meeting with the god, who is not
altogether the cackling maniacal evil figure most believe
him to be. Hades is calculating, cold, and distant, but with

Volume XXII | Gray Waste of Hades


21
Tier 2 (levels 5-10) Random Encounter Tables
Though Hades remains a dangerous and insidious place
for travelers of all kinds, experienced characters should The below tables can be used by the Dungeon Master
have resources that protect them from the worst effects of as a source of inspiration when a party of characters
the plane. Nonetheless, traveling through Oinos, Niflheim, are traveling through the Gray Waste of Hades. Though
and Pluton are not for the unprepared. each layer has its own unique flora and fauna, the table
below can be used on almost any of the layers to throw
… While exploring a cave the characters stumble upon challenges at a band of characters. Look at each one as
a natural one-way gate leading to Glitterhell, and find a springboard for new adventure ideas, or as a means of
themselves facing pyrite sludges and blind duergar slaves highlighting the nature of the plane for the players.
of Abbathor. The greedy dwarven god confronts the heroes
and demands to know why they’re here, but at the same Gray Waste of Hades
time recognizes the opportunity before him. He needs
pyrite sludges cleared out of his halls and offers to release
the party safely if they comply with his demands. Can they 1d100 Gray Waste of Hades
trust Abbathor? What dangers lurk in Glitterhell?
01-05 A pack of barlgura on their way to a fight
… The characters are asked to seek out an audience with 06-10 A legion of merregon devils waiting for their
a baernoloth on Hades regarding the nature of a planar commander
problem vexing a great sage. The baernoloth’s twisted 11-15 A thundering herd of nightmares
lair is dangerous, but the fiend meets with the party and
hears them out. The monster requires something in return 16-20 Two larvae wriggling out of the dusty ground
before it offers the information they seek, however – he 21-25 A herd of diakka pecking at the earth
wants a green steel sword lost in the Sea of Misery. Does 26-30 The gibbering of nearby hordlings
the baernoloth hold up his end of the deal?
31-35 Massive webs spun across the landscape
36-40 A night hag hunting for larvae
Tiers 3 and 4 (levels 11+)
41-45 Swarms of bleak rats scouring the bones of
There are few higher callings to action for high-level a traveler
heroes than stopping the machinations of evil in Hades.
Great heroes require great challenges, and few greater 46-50 A succubus watching with hungry eyes
challenges to the peace of the multiverse can be found 51-55 The yagnoloth agent of the Oinoloth on a
than in the Gray Waste. mission
56-60 A brigade of mezzoloth deserters
… Due to their experience the characters are asked by
a band of guardinals from Elysium to help stop a force 61-65 Garmr with a frost giant hunting down
of demons and devils from recovering a potent artifact escapees from Niflheim
on Hades. The artifact is an engine of destruction 66-70 Vrocks flying overhead intent on picking a
thought destroyed long ago on the fields of Oinos, but fight
the guardinals have reason to believe fiendish forces are
71-75 A pyrite sludge waiting in a shallow
moving to reclaim it again. The characters accompany
crevasse
the celestials to Oinos, through open warfare, and to the
engine, which is a titanic structure buried in the ground. 76-80 A larviathan passing underneath
They must crawl through the engine and remove its heart 81-00 Blood War Aftermath
while battle demon and devil forces looking to claim it for
themselves.

… A person with information relevant to the party’s


interests dies suddenly, and all attempts at resurrection
fail. It turns out their soul has been claimed by Hel, and
the characters must travel to Niflheim to recover it. They
must face garmr hounds, giants of all kind, and get into
the Hall of Hel in order to negotiate for the soul’s release.
What does the goddess of death require in exchange for
the soul?

Volume XXII | Gray Waste of Hades


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