Medium fiend (devil), lawful evil
Armor Class: 17 (Natural Armor)
Hit Points: 152 (16d8 + 80)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 20 (+5) | 14 (+2) | 12 (+1) | 18 (+4) |
Saving Throws: Str +9, Con +9, Cha +8
Skills: Intimidation +12, Perception +5
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 15
Languages: Infernal, Common, Telepathy 120 ft.
Challenge: 11 (7,200 XP)
Innate Spellcasting. The Cruorbrute's spellcasting ability is Charisma (spell save DC 16). The Cruorbrute can innately cast the following spells, requiring no material components:
At will: Command, Fear, Thaumaturgy
3/day each: Hold Person, Fireball (as a 3rd-level spell)
1/day each: Dominate Person, Plane Shift (self only)
Contract of Violence. The Cruorbrute can offer a contract that grants mortals enhanced strength or power in exchange for their soul, often with hidden consequences that lead to further violence or destruction.
Menacing Presence. The Cruorbrute can use a bonus action to exude a menacing aura. Each creature of the Cruorbrute's choice within 30 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Multiattack. The Cruorbrute makes two attacks with its infernal mace.
Infernal Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Terrifying Roar (Recharge 5-6). The Cruorbrute emits a fearsome roar. Each creature within 30 feet of the Cruorbrute that can hear it and is not a devil must succeed on a DC 16 Constitution saving throw or be stunned until the end of the Cruorbrute's next turn.
The Cruorbrute is designed as a physically imposing and intimidating being, capable of instilling fear and exercising brute force. Its innate spellcasting focuses on control and intimidation, aiding in its role as an enforcer and tempter. Its Menacing Presence and Terrifying Roar abilities underscore its frightening and domineering nature. The Contract of Violence ability highlights its role in tempting mortals with the promise of power and strength, often leading to further aggression and conflict.