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Chain Devil

Chain Devil Medium Fiend, Loot Value 7, Lawful Evil CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 9 (1d8+4)
  • Speed 30ft
  • STR14 (+2)
  • DEX15 (+2)
  • CON18 (+4)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:CON +6, WIS +3, CHA +4,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 17, 5gp
Utility: Carry 210lbs., Push 420lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 2 (450 xp)

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

Actions

Chain. Weapon, +4 to hit, Reach 10 ft.
Hit. 5 (1d4+2) slashing damage and 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 3 (1d4) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 20 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 12 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 8, Lawful Evil CR 3 700 xp

  • Armor class 15 (Natural)
  • Hit points 17 (2d8+8)
  • Speed 30ft
  • STR14 (+2)
  • DEX15 (+2)
  • CON18 (+4)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:CON +6, WIS +3, CHA +4,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 17, 5gp
Utility: Carry 210lbs., Push 420lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 3 (700 xp)

Nimble Escape. The Devil can Disengage or Hide as a Bonus action.

Actions

Chain. Weapon, +4 to hit, Reach 10 ft.
Hit. 5 (1d4+2) slashing damage and 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 3 (1d4) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 20 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 12 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 25, Lawful Evil CR 5 1,800 xp

  • Armor class 15 (Natural)
  • Hit points 34 (4d8+16)
  • Speed 30ft
  • STR16 (+3)
  • DEX15 (+2)
  • CON18 (+4)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:CON +6, WIS +3, CHA +4,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 17, 15gp
Utility: Carry 240lbs., Push 480lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 5 (1,800 xp)

Nimble Escape. The Devil can Disengage or Hide as a Bonus action.

Actions

Chain. Weapon, +5 to hit, Reach 10 ft.
Hit. 8 (2d4+3) slashing damage and 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 5 (2d4) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 20 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 12 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 10, Lawful Evil CR 4 1,100 xp

  • Armor class 15 (Natural)
  • Hit points 43 (5d8+20)
  • Speed 30ft
  • STR16 (+3)
  • DEX15 (+2)
  • CON18 (+4)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:CON +6, WIS +3, CHA +4,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 17, 6gp
Utility: Carry 240lbs., Push 480lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 4 (1,100 xp)

Actions

Chain. Weapon, +5 to hit, Reach 10 ft.
Hit. 6 (1d4+3) slashing damage and 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 3 (1d4) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 20 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 12 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 45, Lawful Evil CR 6 2,300 xp

  • Armor class 15 (Natural)
  • Hit points 57 (6d8+30)
  • Speed 30ft
  • STR16 (+3)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:CON +7, WIS +3, CHA +4,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 17, 30gp
Utility: Carry 240lbs., Push 480lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 6 (2,300 xp)

Actions

Chain. Weapon, +5 to hit, Reach 10 ft.
Hit. 11 (3d4+3) slashing damage and the target is grappled (Escape DC 15) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 8 (3d4) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 20 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 12 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 70, Lawful Evil CR 7 2,900 xp

  • Armor class 16 (Natural)
  • Hit points 76 (8d8+40)
  • Speed 30ft
  • STR18 (+4)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:CON +8, WIS +4, CHA +5,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 19, 45gp
Utility: Carry 270lbs., Push 540lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 7 (2,900 xp)

Actions

2x Chain Multiattack Weapon, +7 to hit, Reach 10 ft.
Hit. 8 (1d6+4) slashing damage and the target is grappled (Escape DC 16) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 4 (1d6) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 25 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 13 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 100, Lawful Evil CR 9 5,000 xp

  • Armor class 16 (Natural)
  • Hit points 86 (9d8+45)
  • Speed 30ft
  • STR18 (+4)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:CON +8, WIS +4, CHA +5,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 19, 65gp
Utility: Carry 270lbs., Push 540lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 9 (5,000 xp)

Nimble Escape. The Devil can Disengage or Hide as a Bonus action.

Actions

2x Chain Multiattack Weapon, +7 to hit, Reach 10 ft.
Hit. 15 (3d6+4) slashing damage and the target is grappled (Escape DC 16) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 11 (3d6) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 25 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 13 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 90, Lawful Evil CR 8 3,900 xp

  • Armor class 17 (Natural+1)
  • Hit points 85 (10d8+40)
  • Speed 30ft
  • STR18 (+4)
  • DEX15 (+2)
  • CON18 (+4)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:STR +8, CON +8, WIS +5, CHA +6,

Skills:Athletics +8, Deception +6,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 21, 55gp
Utility: Carry 270lbs., Push 540lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 8 (3,900 xp)

Actions

2x Chain Multiattack Weapon, +8 to hit, Reach 10 ft.
Hit. 11 (2d6+4) slashing damage and the target is grappled (Escape DC 16) 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 (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

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 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 150, Lawful Evil CR 10 5,900 xp

  • Armor class 17 (Natural+1)
  • Hit points 105 (11d8+55)
  • Speed 30ft
  • STR18 (+4)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:STR +8, CON +9, WIS +5, CHA +6,

Skills:Athletics +8, Deception +6,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 21, 95gp
Utility: Carry 270lbs., Push 540lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 10 (5,900 xp)

Actions

2x Chain Multiattack Weapon, +8 to hit, Reach 10 ft.
Hit. 15 (3d6+4) slashing damage and the target is grappled (Escape DC 17) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 11 (3d6) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

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 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 250, Lawful Evil CR 11 7,200 xp

  • Armor class 17 (Natural+1)
  • Hit points 114 (12d8+60)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA15 (+2)

Save Throws:STR +9, CON +9, WIS +5, CHA +6,

Skills:Athletics +9, Deception +6,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 21, 150gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 11 (7,200 xp)

Actions

2x Chain Multiattack Weapon, +9 to hit, Reach 10 ft.
Hit. 19 (4d6+5) slashing damage and the target is grappled (Escape DC 17) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 14 (4d6) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

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 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 550, Lawful Evil CR 12 8,400 xp

  • Armor class 17 (Natural+1)
  • Hit points 124 (13d8+65)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA15 (+2)

Save Throws:STR +9, CON +9, WIS +5, CHA +6,

Skills:Athletics +9, Deception +6,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 21, 350gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 12 (8,400 xp)

Actions

2x Chain Multiattack Weapon, +9 to hit, Reach 10 ft.
Hit. 19 (3d8+5) slashing damage and the target is grappled (Escape DC 17) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 14 (3d8) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

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 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 800, Lawful Evil CR 13 10,000 xp

  • Armor class 17 (Natural+1)
  • Hit points 133 (14d8+70)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA15 (+2)

Save Throws:STR +9, CON +9, WIS +5, CHA +6,

Skills:Athletics +9, Deception +6,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 21, 500gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 13 (10,000 xp)

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.

Actions

2x Chain Multiattack Weapon, +9 to hit, Reach 10 ft.
Hit. 19 (3d8+5) slashing damage and the target is grappled (Escape DC 17) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 14 (3d8) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

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 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 1,000, Lawful Evil CR 14 11,500 xp

  • Armor class 17 (Natural+1)
  • Hit points 143 (15d8+75)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA15 (+2)

Save Throws:STR +9, CON +9, WIS +5, CHA +6,

Skills:Athletics +9, Deception +6,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 21, 650gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 14 (11,500 xp)

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.

Chain Cloud. While the Devil's chains are animated, ranged weapon attacks against it are made at disadvantage.

Actions

2x Chain Multiattack Weapon, +9 to hit, Reach 10 ft.
Hit. 14 (2d8+5) slashing damage and the target is grappled (Escape DC 17) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 9 (2d8) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Life Drain. The Devil can use an bonus action to drain Hit Die from creatures it is grappling. The victim must make a DC 17 CON Save or lose a hit die, healing the devil and damaging the victim. for the result. When the creature is out of hit die, the the rolled value is dealt as additional damage.

Legendary Actions

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 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 1,500, Lawful Evil CR 15 13,000 xp

  • Armor class 18 (Natural+2)
  • Hit points 152 (16d8+80)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA16 (+3)

Save Throws:STR +10, CON +10, WIS +6, CHA +8,

Skills:Athletics +10, Deception +8,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 14, Bribe DC 24, 1kgp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 15 (13,000 xp)

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.

Actions

3x Chain Multiattack Weapon, +10 to hit, Reach 10 ft.
Hit. 14 (2d8+5) slashing damage and the target is grappled (Escape DC 18) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 9 (2d8) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Life Drain. The Devil can use an bonus action to drain Hit Die from creatures it is grappling. The victim must make a DC 18 CON Save or lose a hit die,

Legendary Actions

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, it must succeed on a DC 16 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 1,500, Lawful Evil CR 16 15,000 xp

  • Armor class 18 (Natural+2)
  • Hit points 162 (17d8+85)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA16 (+3)

Save Throws:STR +10, CON +10, WIS +6, CHA +8,

Skills:Athletics +10, Deception +8,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 14, Bribe DC 24, 1kgp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 16 (15,000 xp)

Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw, 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, it can make an extra attack as a Bonus Action.

Actions

3x Chain Multiattack Weapon, +10 to hit, Reach 10 ft.
Hit. 19 (3d8+5) slashing damage and the target is grappled (Escape DC 18) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 14 (3d8) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

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, it must succeed on a DC 16 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 2,500, Lawful Evil CR 17 18,000 xp

  • Armor class 18 (Natural+2)
  • Hit points 171 (18d8+90)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA16 (+3)

Save Throws:STR +10, CON +10, WIS +6, CHA +8,

Skills:Athletics +10, Deception +8,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 14, Bribe DC 24, 1,500gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 17 (18,000 xp)

Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw, 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, it can make an extra attack as a Bonus Action.

Nimble Escape. The Devil can Disengage or Hide as a Bonus action.

Chain Cloud. While the Devil's chains are animated, ranged weapon attacks against it are made at disadvantage.

Actions

3x Chain Multiattack Weapon, +10 to hit, Reach 10 ft.
Hit. 14 (2d8+5) slashing damage and the target is grappled (Escape DC 18) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 9 (2d8) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Life Drain. The Devil can use an bonus action to drain Hit Die from creatures it is grappling. The victim must make a DC 18 CON Save or lose a hit die, healing the devil and damaging the victim. for the result. When the creature is out of hit die, the the rolled value is dealt as additional damage.

Legendary Actions

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, it must succeed on a DC 16 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 4,500, Lawful Evil CR 18 20,000 xp

  • Armor class 18 (Natural+2)
  • Hit points 181 (19d8+95)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA16 (+3)

Save Throws:STR +10, CON +10, WIS +6, CHA +8,

Skills:Athletics +10, Deception +8,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 14, Bribe DC 24, 3kgp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 18 (20,000 xp)

Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw, 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, it can make an extra attack as a Bonus Action.

Actions

3x Chain Multiattack Weapon, +10 to hit, Reach 10 ft.
Hit. 22 (3d10+5) slashing damage and the target is grappled (Escape DC 18) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 17 (3d10) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

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, it must succeed on a DC 16 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 7,000, Lawful Evil CR 19 22,000 xp

  • Armor class 18 (Natural+2)
  • Hit points 190 (20d8+100)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA17 (+3)

Save Throws:STR +10, CON +10, WIS +6, CHA +8,

Skills:Athletics +10, Deception +8,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 14, Bribe DC 24, 5kgp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 19 (22,000 xp)

Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw, it may choose to succeed instead.

Actions

3x Chain Multiattack Weapon, +10 to hit, Reach 10 ft.
Hit. 27 (4d10+5) slashing damage and the target is grappled (Escape DC 18) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 22 (4d10) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

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, it must succeed on a DC 16 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 9,500, Lawful Evil CR 20 25,000 xp

  • Armor class 19 (Natural+3)
  • Hit points 179 (21d8+84)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON18 (+4)
  • INT11 (0)
  • WIS12 (+1)
  • CHA17 (+3)

Save Throws:STR +11, DEX +8, CON +10, WIS +7, CHA +9,

Skills:Athletics +11, Deception +9,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 14, Bribe DC 26, 6,500gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 20 (25,000 xp)

Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw, it may choose to succeed instead.

Actions

3x Chain Multiattack Weapon, +11 to hit, Reach 10 ft.
Hit. 27 (4d10+5) slashing damage and the target is grappled (Escape DC 19) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 22 (4d10) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

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 must succeed on a DC 17 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 15,000, Lawful Evil CR 22 41,000 xp

  • Armor class 19 (Natural+3)
  • Hit points 209 (22d8+110)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA17 (+3)

Save Throws:STR +11, DEX +8, CON +11, WIS +7, CHA +9,

Skills:Athletics +11, Deception +9,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 14, Bribe DC 26, 10kgp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 22 (41,000 xp)

Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw, 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, it can make an extra attack as a Bonus Action.

Nimble Escape. The Devil can Disengage or Hide as a Bonus action.

Chain Cloud. While the Devil's chains are animated, ranged weapon attacks against it are made at disadvantage.

Actions

3x Chain Multiattack Weapon, +11 to hit, Reach 10 ft.
Hit. 22 (3d10+5) slashing damage and the target is grappled (Escape DC 19) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 17 (3d10) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

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, healing the devil and damaging the victim. for the result. When the creature is out of hit die, the the rolled value is dealt as additional damage.

Legendary Actions

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 must succeed on a DC 17 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 10,000, Lawful Evil CR 21 33,000 xp

  • Armor class 20 (Natural+3)
  • Hit points 196 (23d8+92)
  • Speed 30ft
  • STR20 (+5)
  • DEX16 (+3)
  • CON18 (+4)
  • INT11 (0)
  • WIS12 (+1)
  • CHA17 (+3)

Save Throws:STR +11, DEX +9, CON +10, WIS +7, CHA +9,

Skills:Athletics +11, Deception +9,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 14, Bribe DC 26, 7kgp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 21 (33,000 xp)

Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw, 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, it can make an extra attack as a Bonus Action.

Actions

3x Chain Multiattack Weapon, +11 to hit, Reach 15 ft.
Hit. 27 (4d10+5) slashing damage and the target is grappled (Escape DC 19) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 22 (4d10) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

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 must succeed on a DC 17 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 15,000, Lawful Evil CR 23 50,000 xp

  • Armor class 20 (Natural+4)
  • Hit points 238 (25d8+125)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:STR +12, DEX +9, CON +12, WIS +8, CHA +11,

Skills:Athletics +12, Deception +11,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 15, Bribe DC 29, 10kgp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 23 (50,000 xp)

Legendary Resistance (OOOOO/day). When the Chain Devil fails a saving throw, it may choose to succeed instead.

Actions

4x Chain Multiattack Weapon, +12 to hit, Reach 10 ft.
Hit. 25 (3d12+5) slashing damage and the target is grappled (Escape DC 20) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 20 (3d12) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

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, it must succeed on a DC 19 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 20,000, Lawful Evil CR 24 62,000 xp

  • Armor class 20 (Natural+4)
  • Hit points 247 (26d8+130)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:STR +12, DEX +9, CON +12, WIS +8, CHA +11,

Skills:Athletics +12, Deception +11,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 15, Bribe DC 29, 15kgp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 24 (62,000 xp)

Legendary Resistance (OOOOO/day). When the Chain Devil fails a saving throw, 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, it can make an extra attack as a Bonus Action.

Actions

4x Chain Multiattack Weapon, +12 to hit, Reach 10 ft.
Hit. 25 (3d12+5) slashing damage and the target is grappled (Escape DC 20) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 20 (3d12) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

Legendary Actions

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, it must succeed on a DC 19 WIS Save or be frightened until the end of its turn.

Chain Devil

Chain Devil Medium Fiend, Loot Value 20,000, Lawful Evil CR 25 77,500 xp

  • Armor class 20 (Natural+4)
  • Hit points 276 (29d8+145)
  • Speed 30ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON20 (+5)
  • INT11 (0)
  • WIS12 (+1)
  • CHA19 (+4)

Save Throws:STR +12, DEX +9, CON +12, WIS +8, CHA +11,

Skills:Athletics +12, Deception +11,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 15, Bribe DC 29, 15kgp
Utility: Carry 300lbs., Push 600lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 25 (77,500 xp)

Legendary Resistance (OOOOO/day). When the Chain Devil fails a saving throw, 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, it can make an extra attack as a Bonus Action.

Actions

4x Chain Multiattack Weapon, +12 to hit, Reach 10 ft.
Hit. 25 (3d12+5) slashing damage and the target is grappled (Escape DC 20) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 20 (3d12) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 12). As an action, the devil summons up to four barbed chains under its control. 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.

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,

Legendary Actions

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, it must succeed on a DC 19 WIS Save or be frightened until the end of its turn.