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Stop the next horned devil from hatching - AI-generated fantasy Encounter

Stop the next horned devil from hatching

Hold · High · 3 players, level 11

Stop the next horned devil from hatching

If the shell completes its cycle, the devils leave the kiln with a new ally.

Run the fight

Round
1
4 to 6 rounds
Creatures
3
High

This round

Nothing planned.


Win The shell is destroyed and both horned devils are defeated or driven off

Lose The shell completes its cycle


Party 3 players, level 11

System D&D 2024

Cheat sheet

Hold

Destroy the heated shell by breaking its three iron braces before another devil emerges.

Win

The shell is destroyed and both horned devils are defeated or driven off.

Lose

The shell completes its cycle, or all characters are unable to stop the devils.

If it goes badly: The devils withdraw through the furnace flue if the shell is destroyed and both are badly wounded.

Forces

  • 3 × Horned DevilAC 18 · HP 178 · CR 11

Rounds

  • 4The furnace belches flame across the Cart Spill; creatures there make a DC 15 Dexterity save or take 14 fire damage.

Read aloud

Say this

A horned devil drives its tail through the kiln door and forces the iron open. Another stands beside a heated shell suspended over the furnace pit, guarding the braces that hold it in place. The shell flexes, and something inside answers with a claw against the metal.

Forces

1
  • Horned Devil

    Bruiser

    3 of them
    AC
    18
    HP each
    178
    CR
    11

    Devil's Sight · Magic Resistance · Fire Aura · Tail

    Opens
    Hurl Flame at a character attacking a brace, then close to use its tail.
    Targets
    The character closest to a brace or furnace wheel.
    Flees
    Fights to the death while the shell remains intact; retreats only if the shell is destroyed and it is below 30 hit points.
    Opens
    Rush the most isolated character and use its tail to drive them off the ledge.
    Targets
    A spellcaster or anyone threatening the shell.
    Flees
    Fights to the death while the shell remains intact; retreats only if the shell is destroyed and it is below 30 hit points.

What happens

4 to 6 rounds
  1. 4

    At the end of round 4.

    The furnace belches flame across the Cart Spill; creatures there make a Dexterity save or take 14 fire damage.

  2. ·

    At the end of every 2 rounds, if at least two braces remain.

    The shell splits. One horned devil claws out unless a character uses an action to break an iron brace.

The battlefield

Zones

  1. 1

    Cleared Kiln25 ft

    A brick kiln cleared of its old firebrick; a furnace pit fills the center.

  2. 2

    The Cart Spill25 ft

    The floor where a slag cart once overturned; slick with cooling glass.

  3. 3

    First Alarm Ledge25 ft

    The ledge where workers rang the alarm during the first birth; outsiders claim it was a battle signal.

What the party can use

Break the three iron braces holding the heated shell above the pit; it drops into the slag and stops producing devils.
Turn the furnace wheel to vent the pit; creatures over it take 10 feet of forced movement toward the open grate.

Scaling

XP budget21,600 of 21,600 XP
Weaker

High

One fewer Horned Devil

Use one horned devil; the other arrives at the end of round 3 only if the party has not broken a brace.
As written

High

Stronger

High

One more Horned Devil

Add one horned devil when the shell splits.

Treasure

The devils carry infernal iron worth 150 gp to a smith who will handle it.

Media

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