Tormentrix the Enruptured
Tormentrix the Enruptured — The Encounter
Four-armed flesh-warden whose every axe carves a fresh torment · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Tormentrix the Enruptured
In the smoking ledgers of the seventy-two, Tormentrix is named keeper of the rupture-pits beneath Sodom and Gomorrah, where the damned are bound in rope until their guilt swells the flesh past bearing. It does not hunt; it presides. The four crescent axes are the instruments of its office, each engraved with a confession it has cut from a screaming throat, and the rope that girds its body is the same cord used to truss its charges, knotted so tight the devil's own hide weeps boiling ichor. The golden sigil at its waist is a writ of indenture: any soul whose name it speaks is forfeit to the pits. Summoners court Tormentrix for the secrets pain unlocks, but it answers only to authority it deems lawful, and it remembers every promise broken. Cut it, and it bleeds fire onto the one who struck; trust it, and it will collect the price it quoted, to the last drop.
Run Tormentrix the Enruptured in Sixty Seconds
- What it is A four-armed devil executioner: an add-on bruiser, not a solo boss. Drop it next to a flagship Goetia caster and let it pin the melee.
- Open with Step to reach 10 ft. and make three Crescent Axe hits on the party's tank; the fire rider adds up fast and baits retaliation.
- Punish melee Enruptured Flesh erupts the first time it's cut each round, so anyone meleeing it eats fire. Sundering Hew (recharge 5-6) is your AoE knockdown when two-plus PCs cluster.
- When bloodied The ichor eruption jumps to 10 ft. and 3d6 fire, so it actively wants to be surrounded. Let melee crowd in, then Sundering Hew and prone them.
- Three ways to run it Pit-warden (slow, presides, drags fleeing PCs back with Ichor Lash); berserk grinder (charges the densest cluster, AoE every recharge); jailer (uses Cinch to restrain one PC while it hews the rest).
Tormentrix the Enruptured
Large fiend (devil), lawful evil
CR 6 · 2,300 XP · GUIDELINEMagic Resistance. Tormentrix has advantage on saving throws against spells and other magical effects.
Enruptured Flesh. Signature. Tormentrix's bound, swollen body splits when struck. The first time each round Tormentrix takes piercing or slashing damage, a gout of boiling ichor erupts: each creature within 5 ft. takes 7 (2d6) fire damage. While Tormentrix has half its hit points or fewer, this range becomes 10 ft. and the damage becomes 10 (3d6).
Actions
Multiattack. Tormentrix makes three Crescent Axe attacks.
Crescent Axe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage plus 4 (1d8) fire damage.
Sundering Hew (Recharge 5-6). Tormentrix swings all four axes in a ring. Each creature within 10 ft. must make a DC 14 Dexterity saving throw, taking 22 (5d8) slashing damage on a failed save, or half as much on a success. A creature that fails is also knocked prone.
Bonus Actions & Reactions
Ichor Lash. Reaction, when a creature within 10 ft. damages Tormentrix. Tormentrix flicks a barbed strand of its own ruptured flesh at the attacker: the creature must succeed on a DC 14 Strength saving throw or be pulled up to 10 ft. toward Tormentrix and take 5 (1d10) fire damage.
A bloated, four-armed devil crowned with a ring of bull-horns wreathed in pale fire, its swollen torso lashed with heavy infernal rope and a golden ritual sigil hung at the waist, each fist closing on a gold-and-steel crescent axe.
Tormentrix the Enruptured, Bound
Companion · acts on your initiative
Bound · GUIDELINELiving Garrote (signature). Tormentrix the Enruptured is a length of animate infernal rope. It can squeeze through any gap a coin would fit through and has advantage on checks to grapple or escape a grapple.
Actions
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 9 (2d6+2) bludgeoning damage, and the target is grappled (escape DC 13) and restrained until the grapple ends.
Reactions
Tighten. When a creature Tormentrix the Enruptured has grappled tries to cast a spell with a verbal component, the target must succeed on a DC 13 Constitution save or the spell fails and is wasted.
A coil of the warden's own binding-rope, soaked in oaths, slithering free to truss whatever its master marks.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Wade into the densest knot of melee and swing twice a round; this is the heavy-hitter add-on, not the brain. Hold Sundering Hew until two or more PCs cluster, then knock them prone. Pair it with a caster boss who wants bodies pinned in place.
Open by closing to reach 10 ft. and triple-hewing the frontline tank, banking on its rupture trait to punish anyone who answers. When bloodied, the ichor eruption doubles range and damage, so let melee crowd in then drop Sundering Hew. Kill-priority for the party is to burn it down at range; for you, pair it beside a Goetia spellbinder boss and use Ichor Lash to drag squishy casters into the grinder.
Run it as the bruising enforcer to a true legendary boss. Triple-hew the most armored PC, use Ichor Lash every round to keep a backliner pinned in melee, and lean on Sundering Hew the moment three or more crowd it. It dies if focused, so make the party choose between it and the boss.
Put Tormentrix the Enruptured on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Tormentrix the Enruptured?
Natively CR 6 (Tier 2, ~2,300 XP) as a Large devil add-on. Scale it to CR 2 for Tier 1 parties or CR 11 for Tier 3 using the tier table; the traits and actions stay identical, only AC, HP, to-hit, save DC, and damage move.
Can Tormentrix be a companion or ally?
As a lawful evil devil it makes a treacherous patron rather than a loyal ally, but its bound rope-servant Cinch (AC 14, 38 HP) can be handed to a player or run as a grappling adjunct. Cinch restrains a target and can choke off verbal spellcasting, making it a clean control piece beside a martial PC.
Is Tormentrix meant to fight solo?
No. It has no legendary actions and is built as an add-on bruiser, so a lone Tormentrix gets focus-fired and dies fast. Pair it with a flagship Ars Goetia spellcaster: the boss controls the field while Tormentrix pins the frontline and punishes anyone who melees it.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
Played Tormentrix the Enruptured at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.
Log in to comment