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Devil, Hellsmith, Hierrmagon

Devil, Hellsmith, Hierrmagon
In der Schmiede. Öl auf Leinwand, ca. 47 x 67cm Date ca. 1900(1900)
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 Perdition’s society from the spirits of damned mortals.

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)

The Gates of Hell (Dice Freaks)
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr.
Full netbook can be found on the following website
Dicefreaks d20 Community

Hierrmagon (Hellsmith)
Large outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice 12d8+60 (114 hp)
Initiative+5
Speed40 ft.
Armor Class26 (+5 Dexterity, +12 natural, -1 size) touch 14, flat-footed 21
Base Attack/Grapple+12/+24
Attackmasterwork warhammer +20 melee (2d6+8/x3)
Full Attackmasterwork warhammer +20/+15/+10 melee (2d6+8/x3), 3 masterwork warhammers +20 melee (2d6+4/x3)
Space/reach10 ft./10 ft.
Special AttacksSpell-like abilities, summon devils
Special QualitiesDamage 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.
SavesFort +13, Ref +13, Will +11
AbilitiesStrength 27, Dexterity 20, Constitution 21, Intelligence 18, Wisdom 16, Cha10
SkillsAppraise +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)
FeatsCraft Magic Arms and Armor, Multiweapon Fighting, Skill Focus {Craft (armorsmithing)}, Skill Focus {Craft (weaponsmithing)}, Craft Wondrous Item
EnvironmentAvernus, First of the Nine Hells of Perdition
OrganizationSolitary (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 Rating9
TreasureStandard
AlignmentAlways Lawful Evil
Advancement13-24HD (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 mage’s 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:

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.

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