Devil, Hellsmith, Hierrmagon
Hierrmagon, the Four-Armed Forge Tyrants of Avernus

The Hierrmagon is a towering four-armed devil-smith of Avernus, a master armorer of the Blood War who forges enchanted weapons from damned souls and wields four warhammers in a relentless, furnace-lit storm of iron and flame. Equal parts artisan and executioner, it empowers infernal legions with hell-tempered steel and crushes intruders beneath a rhythm of perfectly measured destruction.
Appearance
A hierrmagon stands over nine feet tall, its massive frame sheathed in bronze-hued, heat-scorched flesh that gleams like forged metal. Four heavily muscled arms sprout from its broad torso, each capable of wielding a full-sized warhammer with terrifying precision. A pair of backward-curving horns crowns its furnace-hot brow, while a thick, scaled tail drags behind it, scoring sparks across stone floors.
Its mouth gapes wide with jagged, iron-hard fangs, exhaling sulfurous smoke with every breath. When enraged, magma-like light flickers from its nostrils and between the seams of its plated skin, as though a forge burns within its chest.
Behaviour
Hierrmagons are methodical, disciplined, and obsessively industrious. They move with deliberate efficiency, whether hammering at an anvil or crushing a foe’s ribcage. Speech is curt and transactional, delivered in a low, grinding cadence like stone dragged over steel.
They prefer structure and hierarchy, rarely acting without purpose. Even in combat, their strikes fall in measured rhythm — as if the battlefield were merely another workshop.
Habitat
Hierrmagons dwell in the infernal foundries of Avernus, within vast basalt forges lit by rivers of molten iron and chained soul-furnaces. These industrial hellscapes resound with hammer-blows, clanking chains, and the screams of spirits bound into weaponry.
They are almost never encountered far from their forges unless summoned, assigned to a war effort, or overseeing the delivery of particularly powerful armaments.
Modus Operandi
In battle, a hierrmagon enhances allies before entering the fray. It summons lesser devils, fortifies weapons with infernal enchantments, and then advances with devastating coordination.
Its four warhammers strike in seamless rotation, overwhelming opponents through relentless impact rather than reckless fury. Should a fight turn unfavourable, it withdraws strategically — often teleporting away to preserve its invaluable expertise.
Motivation
The hierrmagon exists to sustain Hell’s war machine. It is driven not by rage, but by duty — an unyielding compulsion to craft ever-deadlier weapons for the eternal Blood War.
Souls are raw materials. Battlefields are proving grounds. Perfection in metallurgy is devotion.
To disrupt its forge is to disrupt Hell’s supply lines — and such interference invites swift, calculated annihilation.
Hierrmagon 5e
Hierrmagon 5e (Home brew)
Hierrmagon, Pathfinder
Hierrmagon 3.5
Hierrmagon, Hellsmith
Large fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit Points 195 (17d10 + 102)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 20 (+5) | 21 (+5) | 18 (+4) | 16 (+3) | 10 (+0) |
Saving Throws Str +12, Dex +11, Con +11, Wis +9
Skills Appraise +19, Craft (weaponsmithing) +17, Craft (armorsmithing) +17, Arcana +9, Insight +9, Perception +9
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 19
Languages Infernal, telepathy 120 ft.
Challenge 12 (8,400 XP)
Description
A towering, four-armed devil of bronze-hued flesh, the Hierrmagon hammers molten weapons in the infernal forges of Avernus. Its corded muscles flex with perfect rhythm as each warhammer strikes red-hot metal, sulfurous smoke curling from its fanged maw. Backward-curving horns crown its head, and a thick, spiked tail drags sparks across the stone floor. Rarely leaving its forge, it empowers infernal legions with enchanted steel while crushing any who dare approach.
Traits
Devil’s Sight. Magical darkness doesn’t impede the hierrmagon’s darkvision.
Hellsmith Aura. Allies within 60 ft. gain +1 to attack and damage rolls with manufactured weapons while in range. Natural weapons are not affected.
Magic Resistance. The hierrmagon has advantage on saving throws against spells and other magical effects.
Eldritch Smithing (Su). The hierrmagon can create magical items using spell-like abilities as prerequisites. Its effective caster level equals its Hit Dice.
Quick Creation (Ex). With four arms, the hierrmagon crafts items at four times the normal rate: daily progress is calculated in silver pieces instead of copper, weekly progress in gold pieces instead of silver.
Actions
Multiattack. The hierrmagon makes four warhammer attacks, one with each arm.
Masterwork Warhammer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
Hellforge (Recharge 5–6). The hierrmagon infuses the power of Hell into allies’ weapons within 60 ft. For 1 minute, affected manufactured weapons deal an extra 7 (2d6) fire damage.
Mage’s Sword (1/day). The hierrmagon conjures a magical blade that functions as a +3 weapon, dealing an additional 4d8 force damage for 1 minute.
Summon Devils (1/day). The hierrmagon can summon 2d4 bearded devils within 60 ft., with a 60% chance of success.
Spell-like Abilities (Caster Level 12th; save DC 16)
At will: Greater teleport, scorching ray (3 rays)
3/day each: Bull’s strength, Fireball, Keen edge, Mage armor, Resist energy, Shield
1/day each: Mage’s sword, Order’s wrath, Unholy blight, Summon monster VI
Legendary Actions
The hierrmagon can take 3 legendary actions, choosing from the options below. Only one option can be used at a time, and it regains spent actions at the start of its turn.
Strike. Make one warhammer attack.
Forge Infusion. Recharge an ally’s weapon with Hellforge for 1 round (+1d6 fire damage).
Teleport. The hierrmagon uses Greater teleport to move up to 120 ft. without provoking opportunity attacks.
Behavior
Hierrmagons rarely enter combat unprepared. They summon allies, cast defensive buffs, and use their four-armed mastery to dominate the battlefield. If threatened beyond their control, they retreat via teleportation, preserving their invaluable infernal craftsmanship.
Hierrmagon (Hellsmith)
Kain’s 5e Monstrous Manual – Page 28 – Dicefreaks (tapatalk.com)
Large fiend (devil), lawful evil
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Armor Class 15 (natural)
Hit Points 102 (12d10 + 36)
Speed 30 ft.
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STR 17 (+3) DEX 10 (+0) CON 17 (+3) INT 14 (+2) WIS 12 (+1) CHA 10 (+0)
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Saving Throws Str +6, Con +6, Wis +4
Tools Smith’s tools +8
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft.
Treasure warhammer x4
Challenge 5 (1,800 XP)
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Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Hellsmith All allied devils within 60 ft. of the hierrmagon (including itself) gain magic weapons with a +1 enhancement while they are in range. Natural weapons are not affected.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
ACTIONS
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Multiattack. The devil makes four melee attacks with its hammers. As a bonus action, it uses Hellforge if able.
Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Hellforge (Recharge 5-6) The hierrmagon infuses the power of Hell into a nearby ally’s arms. Their manufactured weapons deal an additional 2d6 fire damage for 1 minute.
Hierrmagon (Hellsmith)

Theodor Hummel
This four-armed, bronze colored creature stands 9 feet tall. It holds massive hammers in all of its four hands.
With an oddly beautiful rhythm, it alternates each arm as it strikes the red, hot metal before it. Sulfurous smoke billows from its gaping maw, which is lined with cruel pointed fangs. A pair of curving horns crowns its head, while a long, thick tail drags behind it. Magma bubbles from its flared nostrils when the creature notices you, and it advances with sudden speed, each arm poised to strike.
The hierrmagon is the armorer of Hell. It endlessly toils at its forge, churning out weapons for the Blood War. As such, one is almost never summoned to the Mortal Coil (and woe betide those who do attempt to take one away from its work.) With the help of the Soul Forges, it creates magical weaponry for the elite of Perditions society from the spirits of damned mortals.
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| Hierrmagon (Hellsmith) | |
| Large outsider (Devil, Evil, Extraplanar, Lawful) | |
| Hit Dice | 12d8+60 (114 hp) |
| Initiative | +5 |
| Speed | 40 ft. |
| Armor Class | 26 (+5 Dexterity, +12 natural, -1 size) touch 14, flat-footed 21 |
| Base Attack/Grapple | +12/+24 |
| Attack | masterwork warhammer +20 melee (2d6+8/x3) |
| Full Attack | masterwork warhammer +20/+15/+10 melee (2d6+8/x3), 3 masterwork warhammers +20 melee (2d6+4/x3) |
| Space/reach | 10 ft./10 ft. |
| Special Attacks | Spell-like abilities, summon devils |
| Special Qualities | Damage reduction 10/good or silver, Darkvision 60 ft., eldritch smithing, immunity to fire and poison, quick creation, resistance to acid 10 and cold 10, see in darkness, Spell Resistance 21, telepathy 100 ft. |
| Saves | Fort +13, Ref +13, Will +11 |
| Abilities | Strength 27, Dexterity 20, Constitution 21, Intelligence 18, Wisdom 16, Cha10 |
| Skills | Appraise +19 (+21 when dealing with metals), Bluff+15, Concentration +20, Craft (armorsmithing) +26, Craft (weaponsmithing) +26, Disable Device +19, Listen +10, Knowledge (metallurgy) +19, Sense Motive +18,Spellcraft +19, Spot +11, Use Magic Device +15 (+17 with scrolls) |
| Feats | Craft Magic Arms and Armor, Multiweapon Fighting, Skill Focus {Craft (armorsmithing)}, Skill Focus {Craft (weaponsmithing)}, Craft Wondrous Item |
| Environment | Avernus, First of the Nine Hells of Perdition |
| Organization | Solitary (with 1-4 Bearded Devil guards), pair (with 2-8 Bearded Devil guards), or guild (5-10 hierrmagons, 4 barbed devils, 2-12 Bearded Devils) |
| Challenge Rating | 9 |
| Treasure | Standard |
| Alignment | Always Lawful Evil |
| Advancement | 13-24HD (Large), 25-36 HD (Huge) |
Combat
If a hierrmagon is actually involved in combat, which is rare, it immediately summons more devils and uses its buff spells before wading into combat with its hammers. If it is pressed, it will use mages sword to add to its already impressive amount of attacks. Finally, if it looks as if the tide has turned against the hierrmagon, it will use summon monster spells to add even more combatants to the fray before teleporting away.
Eldritch Smithing (Su): The hierrmagon is capable of creating magical items. It has an effective caster level equal to its HD. It can use its spell-like abilities as the prerequisites for special item abilities. A hierrmagon must still have access to the proper spells in this manner or from scrolls to create magical items. A hierrmagon must still possess the proper feats to create magical items. Hierrmagons with 21 or more Hit Dice may take epic Item Creation Feats. Gold and XP costs are not reduced for the hierrmagon, although most work with a Soul Forge.
Quick Creation (Ex): Because of its 4 arms, a hierrmagon is capable of producing items at a much faster rate than normal. Its Craft checks to determine progress per day are done in silver pieces rather than copper, and its checks per week are done in gold pieces rather than silver. This has no effect on time spent enchanting weapons.
Spell-like Abilities:
- At will – greater teleport, scorching ray (3 rays);
- 3/day – bull’s strength, fireball, keen edge, mage armor, resist energy, resistance, shield;
- 1/day – mages sword, orders wrath, summon monster VI, unholy blight.
Caster level 12th; DC 10 + spell level.
Summon Devils (Sp): Once per day, a hierrmagon can attempt to summon 2d4 Bearded Devils with a 60% chance of success. This is equivalent to a 5th level spell.
Skills: A hierrmagon receives a +4 racial bonus on all Craft checks dealing with metal.
Feats: In combination with its natural abilities, a hierrmagon’s Multiweapon Fighting feat allows it to attack with all of its arms at no penalty.
Hierrmagon, Hellsmith
Large Outsider (Evil, Extraplanar, Lawful)
CR 9
XP 6,400
Alignment Lawful Evil
Init +5; Senses darkvision 60 ft., see in darkness; Perception +11
DEFENSE
AC 26, touch 14, flat-footed 21 (+5 Dex, +12 natural, –1 size)
HP 114 (12d8+60)
Fort +13, Ref +13, Will +11
Defensive Abilities DR 10/good or silver; resist acid 10, cold 10; immunity to fire and poison; spell resistance 21
OFFENSE
Speed 40 ft.
Melee 4 masterwork warhammers +18/+13/+8 (2d6+6/x3)
Special Attacks Hellforge (Su), spell-like abilities, summon devils (Sp)
Hellforge (Su): The hierrmagon can infuse nearby allies’ manufactured weapons with infernal fire. Any affected weapon wielded by creatures of the hierrmagon’s choice within 60 ft. deals +2d6 fire damage for 1 minute. Recharge 5–6.
Summon Devils (Sp): Once per day, the hierrmagon can summon 2d4 bearded devils (60% chance) as a 5th-level summon monster spell.
Spell-like Abilities (CL 12th; concentration +16; DC 16):
- At will: greater teleport, scorching ray (3 rays)
- 3/day each: bull’s strength, fireball, keen edge, mage armor, resist energy, shield
- 1/day each: mage’s sword, order’s wrath, unholy blight, summon monster VI
STATISTICS
Str 22, Dex 20, Con 21, Int 18, Wis 16, Cha 10
Base Attack/Grapple +12/+22
Feats Multiweapon Fighting, Craft Magic Arms and Armor, Craft Wondrous Item, Skill Focus (Craft: armorsmithing), Skill Focus (Craft: weaponsmithing)
Skills Appraise +19 (+21 when dealing with metal), Bluff +15, Concentration +20, Craft (armorsmithing) +26, Craft (weaponsmithing) +26, Disable Device +19, Knowledge (metallurgy) +19, Listen +10, Sense Motive +18, Spellcraft +19, Spot +11, Use Magic Device +15 (+17 with scrolls)
SPECIAL ABILITIES
Eldritch Smithing (Su): The hierrmagon can craft magical items as a spellcaster of its HD. Spell-like abilities can satisfy prerequisites for item creation. Hierrmagons with 21+ HD may take epic item creation feats.
Quick Creation (Ex): With four arms, the hierrmagon crafts items at four times the normal speed; daily crafting progress is measured in silver pieces instead of copper, weekly progress in gold instead of silver.
Magic Resistance (Su): The hierrmagon has spell resistance 21.
ECOLOGY
Environment: Avernus, First Layer of the Nine Hells of Perdition
Organization: Solitary (with 1–4 bearded devil guards), pair (with 2–8 bearded devil guards), or guild (5–10 hierrmagons, 4 barbed devils, 2–12 bearded devils)
Treasure: Standard
BEHAVIOR
Hierrmagons are tireless infernal artisans, rarely engaging in combat directly. They summon devils and cast buffs before striking with their four-armed mastery. If threatened beyond control, they retreat via teleportation to preserve themselves, leaving summoned devils and apprentices to defend the forge. Their motivation is purely utilitarian: perfection in weapon crafting fuels Hell’s war machine, and they defend their forges ruthlessly.
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