Medium Fiend (Devil), Lawful Evil
Armor Class 18 (plate armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
16 (+3)
CHA
16 (+3)
Skills Athletics +7, Perception +5, Survival +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages Abyssal, Common, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Devil's Sight. Magical darkness doesn't impede the devil's vision.

Hellfire Plate. Whenever the Crucible Hunter is hit by a melee attack, the attacker must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) fire damage.

Survivalist. The Crucible Hunter has advantage on Wisdom (Survival) checks made to track creatures. In addition, it always knows which way is north and can perfectly recall any path it has traveled through- unless hindered by magical means.

Lone Wolf. If the Crucible Hunter has no allies within 30 feet and is in melee range with two or more foes, he gains advantage on his Infernal Greatsword attacks.

Great-Weapon Fighting. The Crucible Hunter can reroll 1s and 2s on its damage rolls. It must use the new roll.

Actions

Infernal Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage plus 7 (2d6) fire damage.

Trap Elemental (Recharge 5–6). The Crucible Hunter carries an Ember Cage, an item designed to capture souls of elementals. As an action, the Hunter can attempt to capture an Elemental that is CR 5 or lower and has less than half its total hit points remaining. The Elemental must make a DC 14 Charisma saving throw or be trapped within the Ember Cage. If the Ember Cage is occupied, The Crucible Hunter cannot use this action. If the Ember Cage takes 20 points of damage, it breaks, instantly releasing the trapped elemental in the nearest unoccupied space.

Vow of Flame. The Crucible Hunter recites a magical vow it made to its superiors in the infernal hierarchy, ensuring it will not fail on its task. For the next minute, if the Hunter fails a saving throw, it can choose to succeed instead, ending this effect. If the Hunter takes more than 25 points of damage from a single source, this effect is dispelled.

Ignite (3/day). Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 18 (4d8) fire damage. A creature hit by this attack catches fire, taking 4 (1d6) fire damage at the start of each turn for a minute or until the flames are doused with water, cold damage, or by using an action.

Previous Versions

Name Date Modified Views Adds Version Actions
3/14/2025 8:28:22 PM
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Gingr96

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