Large Fiend (Brute, Demon), Chaotic Evil
AC 16 Natural Armor    Initiative +1 (11)
HP 93 (11d10 + 33)
Speed 40 ft.
Mod Save
STR 20 +5 +7
DEX 12 +1 +1
CON 17 +3 +5
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 9 −1 −1
Skills Athletics +8, Intimidation +2
Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Poisoned
Gear Spiked Iron Club, Scrap Metal Armor, Bone Charms
Senses Darkvision 60 ft; Passive Perception 11
Languages Abyssal understands but cannot speak it, Infernal understands but cannot speak it
CR 4 (XP 1,100, or 1,100 in lair; PB +2)
Traits

Magic Resistance. The Blunderbore has advantage on saving throws against spells and other magical effects.

Siege Monster. The Blunderbore deals double damage to objects and structures.

Terrifying Roar (Recharge 5-6). As an action, the Blunderbore can unleash a terrifying roar. Each enemy within 30 feet that can hear it must make a DC 14 Wisdom saving throw or become frightened until the end of the Blunderbore’s next turn.

Actions

Multiattack. The Blunderbore makes two attacks: one with its club and one with its fist.

Club. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d8+5) bludgeoning damage.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8+5) bludgeoning damage.

Hurl Debris. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 17 (3d10+1) bludgeoning damage.

Bonus Actions

Rampage. If the Blunderbore reduces a creature to 0 HP with a melee attack on its turn, it can move up to half its speed and make a Fist attack.

 

Reactions

Backhand Swipe. When a creature within 5 feet hits the Blunderbore with a melee attack, the Blunderbore can make a Fist attack against that creature.

Description

Blunderbores are an ancient breed of demon, their existence stretching back to the earliest wars that raged across the hellish realms of Sanctuary in the Diablo universe. Legends claim that the first Blunderbores were shaped at the dawn of the Eternal Conflict, when the Prime Evils sought to create living engines of destruction—monstrosities fashioned from the fused flesh of fallen titans, the tormented souls of damned warriors, and the essence of chaos itself. Their bodies were sculpted in the forges of Hell, where rivers of molten iron and brimstone ran red with blood, and their spirits were broken through unending torment. Each Blunderbore is a unique abomination, branded with infernal runes and bound by ancient demonic contracts to serve the will of their masters.

They are the shock troops of the Burning Hells, wielded by greater demons such as the Prime Evils or Belial, the Lord of Lies, as living battering rams. Their purpose is simple yet horrifying: to break the lines of mortal defenders, to shatter the walls of civilization, and to instill terror wherever they tread. The mere mention of a Blunderbore’s name is enough to still the bravest hearts, for their strength is matched only by their insatiable cruelty. In the rare moments when Blunderbores are not engaged in carnage, they are driven by a ceaseless hunger—to conquer, to destroy, and to devour the hope of those who stand against the legions of Hell.


A Blunderbore towers above most creatures, often surpassing 15 feet in height, its silhouette unmistakable even in the thickest mists of war. Its skin is a patchwork of scales, scars, and warped flesh, ranging from sickly green to corpse-pale gray, and etched with pulsating infernal runes that glow with a baleful inner light. Their massive tusks—broken, sharpened, and sometimes capped with iron—jut from their lower jaws, framing a maw filled with cracked, carnivore teeth. Their eyes are pits of molten hatred, flickering with the fires of Hell itself, and their heavy brows and horned skulls give them a bestial, almost prehistoric appearance.

The Blunderbore’s arms, as thick as ancient oaks, end in hands with claws like rusted sickles, able to rend armor as easily as flesh. Their bodies are often adorned with grotesque trophies: chains draped with the skulls of fallen enemies, jagged plates of scavenged metal hammered into their flesh, and bone fetishes rattling with every thunderous step. Ritual scars, brands, and embedded demonic symbols tell the story of each Blunderbore’s service and the countless foes they have slaughtered. The stench of brimstone and decay lingers wherever they pass, and the ground quakes beneath their tread.

Lair and Lair Actions

A Blunderbore’s lair is a monument to brutality and chaos. These dens are often found in the ruins of conquered strongholds, deep caverns, or shattered temples. The lair is littered with the remains of victims, broken weapons, and crude totems made from bone and iron. The air is thick with the stench of blood and brimstone, and the walls are scrawled with demonic sigils.
Lair Actions
  1. Fell Tremor (Initiative 20): The Blunderbore causes the ground to shake in a 30-foot radius. Each creature on the ground (except the Blunderbore) must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  2. Hurl Debris: The Blunderbore hurls a chunk of rubble at a point it can see within 60 feet. Each creature within 10 feet of that point must make a DC 14 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much on a success.
Regional Effects
  • The area within 1 mile of the lair is plagued by unnatural tremors and the distant sound of thunderous footsteps.
  • Wild animals avoid the area, and the vegetation is twisted and blighted.
  • Creatures who take a short rest within 1 mile of the lair must succeed on a DC 12 Wisdom save or suffer disturbing nightmares, gaining no benefit from the rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/8/2026 3:58:31 PM
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Monster Tags: Demonabberationfiendbrute

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