Illustration Xan Drake

Chain Devil

System Reference Document 5.1
Challenge 11
(7,200 XP)
Robinloft Estimated CR 10
Medium fiend (devil), lawful evil
Armor Class 16 (natural armor)
Hit Points 85 (10d8+40)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws
Skills
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft.
Environments
Devil’s Sight.

Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance.

The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes two attacks with its chains.
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Animate Chains (Recharges after a Short or Long Rest).

Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried.
Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

Fiends

Fiends, in the simplest of terms, can be seen as an inverse of celestials—hosting the devils to their angels. They come from the Lower Planes—sometimes referred to as the Fiendish Planes for the majority of the beings that reside there—and are a general family of creatures that include devils, demons, and yugoloth, along with other lesser and partial fiends. Just like in any other plane, not all of these creatures get along, with the devils and demons in particular having a nasty history of war between the two.

Due to their home emanating a primal malevolence, all fiends have the reputation—and certainly the ability—to be full of pure malice and evil. However, some do choose to leave for other planes of existence to escape this rotted, evil realm. Many may be content with a life of evil due to their nigh-immortal existence and distorted sense of time, watching centuries pass as if it were but a day.

Tactics. While knowing your neighbor dwarf or the local human innkeeper’s name is a common courtesy expected of decent citizens, knowing a fiend’s true name is a point of vulnerability. A fiend may use their own true name to rise in the ranks of their own plane, but a mortal with a fiend’s true name has complete control over the wily creature. While this may not be feasible for the common adventurer to hold over a hostile fiend’s head, know that most fiends have a certain degree of magic and like to utilize it to inspire fear and division in the mortals they come across.

Devils

“Be mindful of the temptation to make deals with evil. Devils embody a cruel and heartless order, corrupting through whispered pacts and binding contracts.”

Architects of Ruin. Originating from the Nine Hells, devils excel in corrupting souls. Known for deceptive pacts filled with inscrutable clauses, they trap even the most cautious in unbreakable servitude. Every devilish action, no matter how seemingly benign, contributes to a larger, diabolical scheme that spans across the planes. Their ultimate aim is to subjugate free will and extend their malevolent influence.

Wicked Anatomy. With meticulously sculpted horns, forked tails, and piercing eyes, a devil’s form is an affront to divine creation, ensnaring those who underestimate their malice.

Strict Hierarchy. The infernal society is a brutal meritocracy. Though every devil knows its place, they seethe and scheme to rise through the ranks from lowly imps to fearsome archdukes.

Willful Blindness. So fixated on order and control, devils fail to comprehend unpredictable acts of altruism and free will committed by the righteous—an exploitable weakness.

Chain Devil

Not yet described

Known Relationships

Associations

Enemies

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