b'Fiend Hunter \n'b'  Medium   humanoid ,  any good  \n'b'  Armor Class  16 (studded leather)  Hit Points  161 (17d8 + 85)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  18 (+4)  CON:  20 (+5)  INT:  16 (+3)  WIS:  17 (+3)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  Always Alert . As a bonus action, the fiend hunter can sense the exact location of fiends within 60 feet of it. \n'b'  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\xe2\x80\x99s 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. \n'b'  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 ). \n'b'  Uncanny Fortitude . The fiend hunter has advantage on saving throws against being  poisoned . \n'b'  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:\n'b'\n'b'\n'b'  1st level (4 slots) :  bless , heretic\xe2\x80\x99s mark*,  heroism ,  shield of faith  \n'b'  2nd level (3 slots) :  aid , branding smite,  magic weapon  \n'b'  3rd level (3 slots) :  daylight ,  dispel magic ,  revivify  \n'b'  4th level (2 slots) :  banishment ,  death ward  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The fiend hunter makes two melee weapon attacks. \n'b'  Evil\xe2\x80\x99s 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. \n'b'  Resistance Defier (Recharge 6) . As an action, the fiend hunter speaks a prayer and is blessed with divine strikes. The hunter\xe2\x80\x99s 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. \n'b'\n'b' REACTIONS \n'b'\n'b'  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. \n'b'\n'b' ABOUT \n'b' Fiend hunters are the most common elite forces of the organization called \xe2\x80\x9cNight Hunters\xe2\x80\x9d. \n'b' 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. \n'b' 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\xe2\x80\x99s 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. \n'b' 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.'