it must succeed on a DC 14 WIS Save or be frightened until the end of its turn.;
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 WIS Save or be frightened until the end of its turn.;Nimble Escape. The Devil can Disengage or Hide as a Bonus action.
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 WIS Save or be frightened until the end of its turn.;Grappling Strike. The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp
it can make an extra attack as a Bonus Action.
Nimble Escape. The Devil can Disengage or Hide as a Bonus action.
;Reactions
Unnerving Mask. When a creature the devil can see starts its turn within 35 feet of the devil
it can make an extra attack as a Bonus Action.
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 15 WIS Save or be frightened until the end of its turn.;Grappling Strike. The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp
healing the devil. for the result. When the creature is out of hit die
it must succeed on a DC 15 WIS Save or be frightened until the end of its turn.;Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw
the the rolled value is dealt as additional damage.;Reactions
Unnerving Mask. When a creature the devil can see starts its turn within 35 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
;Reactions
Unnerving Mask. When a creature the devil can see starts its turn within 35 feet of the devil
it may choose to succeed instead.
Grappling Strike. The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp
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 15 WIS Save or be frightened until the end of its turn.;Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw
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 35 feet of the devil
it may choose to succeed instead.
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 15 WIS Save or be frightened until the end of its turn.;Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw
and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn
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 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.
Life Drain. The Devil can use an bonus action to drain Hit Die from creatures it is grappling. The victim must make a DC 19 CON Save or lose a hit die
;Reactions
Unnerving Mask. When a creature the devil can see starts its turn within 40 feet of the devil
and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn
it must succeed on a DC 16 WIS Save or be frightened until the end of its turn.;Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw
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 40 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
and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn
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 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.
Life Drain. The Devil can use an bonus action to drain Hit Die from creatures it is grappling. The victim must make a DC 19 CON Save or lose a hit die
;Reactions
Unnerving Mask. When a creature the devil can see starts its turn within 40 feet of the devil
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.
Life Drain. The Devil can use an bonus action to drain Hit Die from creatures it is grappling. The victim must make a DC 19 CON Save or lose a hit die
it must succeed on a DC 16 WIS Save or be frightened until the end of its turn.;Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw
;Reactions
Unnerving Mask. When a creature the devil can see starts its turn within 40 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 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 40 feet of the devil
it may choose to succeed instead.
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 16 WIS Save or be frightened until the end of its turn.;Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw
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 45 feet of the devil
it may choose to succeed instead.
Grappling Strike. The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp
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 17 WIS Save or be frightened until the end of its turn.;Legendary Resistance (OOOOO/day). When the Chain Devil fails a saving throw
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.
Life Drain. The Devil can use an bonus action to drain Hit Die from creatures it is grappling. The victim must make a DC 20 CON Save or lose a hit die
it must succeed on a DC 17 WIS Save or be frightened until the end of its turn.;Legendary Resistance (OOOOO/day). When the Chain Devil fails a saving throw
;Reactions
Unnerving Mask. When a creature the devil can see starts its turn within 45 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