5e SRD >Creatures >

Fiend Hunter

Medium humanoid, any good

Armor Class 16 (studded leather)
Hit Points 161 (17d8 + 85)
Speed 30 ft.

20 (+5) 18 (+4) 20 (+5) 16 (+3) 17 (+3) 18 (+4)

Saving Throws Constitution +9, Charisma +8
Skills Acrobatics +8, Athletics +9, Perception +7, Religion +7, Stealth +8, Survival +7
Senses passive Perception 17
Languages Common
Challenge 10 (5,900 XP)


  • Always Alert. As a bonus action, the fiend hunter can sense the exact location of fiends within 60 feet of it.
  • Divine Smite (1/Turn). When the fiend hunter hits a creature with a melee weapon attack, it can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a fiend, to a maximum of 6d8.
  • Hallowed Strikes. When the fiend hunter hits a fiend with any weapon attack, the weapon deals an extra 1d8 force damage (not included in the attack).
  • Uncanny Fortitude. The fiend hunter has advantage on saving throws against being poisoned.
  • Spellcasting. The fiend hunter is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The hunter has the following paladin spells prepared:


  • Multiattack. The fiend hunter makes two melee weapon attacks.
  • Evil’s Bane (+1 Longsword). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10+6) slashing damage if used with two hands. The weapon deals an extra 9 (1d8) psychic damage to evil-aligned creatures on a hit.
  • Resistance Defier (Recharge 6). As an action, the fiend hunter speaks a prayer and is blessed with divine strikes. The hunter’s spells and other magical effects are now stronger. The hunter ignores the effects of the Magic Resistance trait of a fiend of its choice within 60 feet of it for 1 minute.


  • Limited Resistance (3/Day). The fiend hunter can choose to have resistance to fire or poison damage until the end of its next turn after being hit by a fiend. The resistance reduces the amount of damage taken due to the triggering attack if it is relevant.


Fiend hunters are the most common elite forces of the organization called “Night Hunters”.

They are trained specifically to hunt evil creatures. They are called fiend hunters owing to their ability and proficiency in tracking and hunting down fiends, although they stand against any form of evil.

Only a few possess the rank of fiend hunter since they are both masters of divine spellcasting and the art of war. They are always on the road when they are not in their organization’s bases of operation. They dedicate their lives to helping towns in need, and to fighting monsters; fiends in particular. Although they mostly travel alone, it is possible to come across fiend hunters acting in duos as well.

When fiend hunters visit a town, they are welcome. They are often offered a place to stay until they decide to move on. Those around them love to listen to their exciting stories of fighting fiends, which ensures a crowd around them, especially in taverns.

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