ORTHON – 5e stats

Large fiend (devil), lawful evil

Armor Class 17 (half plate)
Hit Points 105 (10d10 + 50)
Speed 30 ft., climb 30 ft.

Proficiency Bonus +4
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
22 (+6)16 (+3)21 (+5)15 (+2)15 (+2)16 (+3)

Saving Throws Dex +7, Con +9, Wis +6
Skills Perception +10, Stealth +11, Survival +10
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., truesight 30 ft., passive Perception 20
Languages Common, Infernal, telepathy 120 ft.
Challenge 10 (5900 XP)

Invisibility Field. The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack.

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

ACTIONS

  • Infernal Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Brass Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects:
    • Acid. The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one.
    • Blindness (1/Day). The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon’s next turn.
    • Concussion. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
    • Entanglement. The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained.
    • Paralysis (1/Day). The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Tracking. For the next 24 hours, the orthon knows the direction and distance to the target, as long as it’s on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there.

REACTIONS

  • Explosive Retribution. When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it

DESCRIPTION

An orthon is a large and powerful fiend that serves as a bounty hunter or a soldier in the Nine Hells. It has two large tusks protruding from the sides of its mouth, and metal plates bolted onto its body as armor. It has darkvision and truesight, and can communicate telepathically. It is loyal to its infernal masters and hates all demons.

COMBAT

An orthon is a skilled and ruthless combatant that can track its quarry across dimensions. It can use a hellfire crossbow or a hellspear as its weapon of choice, both of which deal extra fire damage. It can also create a portal-negating field that prevents extradimensional travel within a 20-foot radius. It can turn invisible at will, but this effect ends if it attacks or is hit. It can also teleport and see invisible creatures at will. It is resistant to cold and nonmagical physical damage, and immune to fire and poison.

HABITAT / SOCIETY

An orthon lives in the Nine Hells, the infernal plane of existence ruled by the archdevils. It is usually employed by an archdevil or a pit fiend as a guard, a stormtrooper, or a bounty hunter. It is respected by most devils for its strength and prowess in battle, and it ranks among the lesser or greater devils depending on the source. It is organized by nature and fights best in small units with tactical coordination. It has a singular goal of fighting and dying in battle for the glory of the Nine Hells.

ECOLOGY

An orthon is a fiend, a creature of evil that feeds on the souls of the wicked. It is created from the corrupted essence of a mortal soul that has been condemned to the Nine Hells for its sins. It serves the archdevils in their eternal war against the demons of the Abyss, as well as other enemies of the infernal order. An orthon does not reproduce naturally, but can be created by an archdevil or a pit fiend through a ritual of infernal transformation. An orthon has no natural predators, but faces constant danger from the enemies of the Nine Hells.