Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
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.
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.
Nimble Escape. The Devil can Disengage or Hide as a Bonus action.
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.
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.
Nimble Escape. The Devil can Disengage or Hide as a Bonus action.
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.
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. 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.
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. 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.
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.
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.
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.
Nimble Escape. The Devil can Disengage or Hide as a Bonus action.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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,
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw, it may choose to succeed instead.
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.
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.
Legendary Resistance (OOOO/day). When the Chain Devil fails a saving throw, it may choose to succeed instead.
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.
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.
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.
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.
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.
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.
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.
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.
Legendary Resistance (OOOOO/day). When the Chain Devil fails a saving throw, it may choose to succeed instead.
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.
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.
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.
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.
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.
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.
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,
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.