Chain Devil;Medium Fiend;Lawful Evil;16;Natural+1;85;10d8+40;30ft;18;15;18;11;12;14;CON +7, WIS +4, CHA +5;;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., ;Infernal, Telepathy 120 Ft.;8;3900;;;;
Chain Devil;Medium Fiend, Loot Value 7;Lawful Evil;15;Natural;7;1d8+2;30ft;14;15;14;11;12;14;CON +4, WIS +3, CHA +4, ;;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 17, 5gp
Utility: Carry 210lbs., Push 420lbs.;Infernal, Telepathy 120 Ft.;CR 2;450;;Chain. Weapon Attack. +4 to hit, Reach 10 ft.
Hit. 5 (1d4+2) slashing damage and the target is grappled (Escape DC 12) 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.;Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Chain Devil;Medium Fiend, Loot Value 8;Lawful Evil;15;Natural;17;2d8+8;30ft;14;15;18;11;12;14;CON +6, WIS +3, CHA +4, ;;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 17, 5gp
Utility: Carry 210lbs., Push 420lbs.;Infernal, Telepathy 120 Ft.;CR 3;700;;Chain. Weapon Attack. +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 Devil;Medium Fiend, Loot Value 25;Lawful Evil;15;Natural;34;4d8+16;30ft;16;15;18;11;12;14;CON +6, WIS +3, CHA +4, ;;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 17, 15gp
Utility: Carry 240lbs., Push 480lbs.;Infernal, Telepathy 120 Ft.;CR 5;1800;;Chain. Weapon Attack. +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.;Nimble Escape. The Devil can Disengage or Hide as a Bonus action.
Chain Devil;Medium Fiend, Loot Value 10;Lawful Evil;15;Natural;43;5d8+20;30ft;16;15;18;11;12;14;CON +6, WIS +3, CHA +4, ;;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 17, 6gp
Utility: Carry 240lbs., Push 480lbs.;Infernal, Telepathy 120 Ft.;CR 4;1100;;Chain. Weapon Attack. +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 Devil;Medium Fiend, Loot Value 45;Lawful Evil;15;Natural;51;6d8+24;30ft;16;15;18;11;12;14;CON +6, WIS +3, CHA +4, ;;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 17, 30gp
Utility: Carry 240lbs., Push 480lbs.;Infernal, Telepathy 120 Ft.;CR 6;2300;;Chain. Weapon Attack. +5 to hit, Reach 10 ft.
Hit. 11 (3d4+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 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.;Nimble Escape. The Devil can Disengage or Hide as a Bonus action.
Chain Devil;Medium Fiend, Loot Value 70;Lawful Evil;15;Natural;76;8d8+40;30ft;18;15;20;11;12;14;CON +7, WIS +3, CHA +4, ;;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 17, 45gp
Utility: Carry 270lbs., Push 540lbs.;Infernal, Telepathy 120 Ft.;CR 7;2900;;2x Chain Multiattack Weapon Attack. +6 to hit, Reach 10 ft.
Hit. 8 (1d6+4) 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 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 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;Medium Fiend, Loot Value 100;Lawful Evil;16;Natural;86;9d8+45;30ft;18;15;20;11;12;14;CON +8, WIS +4, CHA +5, ;;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 19, 65gp
Utility: Carry 270lbs., Push 540lbs.;Infernal, Telepathy 120 Ft.;CR 9;5000;;2x Chain Multiattack Weapon Attack. +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.;Nimble Escape. The Devil can Disengage or Hide as a Bonus action.
Chain Devil;Medium Fiend, Loot Value 90;Lawful Evil;16;Natural;85;10d8+40;30ft;18;15;18;11;12;14;CON +7, WIS +4, CHA +5, ;;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 19, 55gp
Utility: Carry 270lbs., Push 540lbs.;Infernal, Telepathy 120 Ft.;CR 8;3900;;2x Chain Multiattack Weapon Attack. +7 to hit, Reach 10 ft.
Hit. 11 (2d6+4) 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 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 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;Medium Fiend, Loot Value 150;Lawful Evil;16;Natural;105;11d8+55;30ft;18;15;20;11;12;14;CON +8, WIS +4, CHA +5, ;;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 19, 95gp
Utility: Carry 270lbs., Push 540lbs.;Infernal, Telepathy 120 Ft.;CR 10;5900;;2x Chain Multiattack Weapon Attack. +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.;
Chain Devil;Medium Fiend, Loot Value 250;Lawful Evil;16;Natural;114;12d8+60;30ft;20;15;20;11;12;14;CON +8, WIS +4, CHA +5, ;;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 19, 150gp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 11;7200;;2x Chain Multiattack Weapon Attack. +8 to hit, Reach 10 ft.
Hit. 19 (4d6+5) 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 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 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;Medium Fiend, Loot Value 550;Lawful Evil;17;Natural+1;124;13d8+65;30ft;20;15;20;11;12;14;STR +9, CON +9, WIS +5, CHA +6, ;Athletics +9, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 21, 350gp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 12;8400;;2x Chain Multiattack Weapon Attack. +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.;
Chain Devil;Medium Fiend, Loot Value 1,000;Lawful Evil;17;Natural+1;133;14d8+70;30ft;20;15;20;11;12;14;STR +9, CON +9, WIS +5, CHA +6, ;Athletics +9, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 21, 650gp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 14;11500;;2x Chain Multiattack Weapon Attack. +9 to hit, Reach 10 ft.
Hit. 23 (4d8+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 18 (4d8) 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.;Nimble Escape. The Devil can Disengage or Hide as a Bonus action.
Chain Devil;Medium Fiend, Loot Value 800;Lawful Evil;17;Natural+1;143;15d8+75;30ft;20;15;20;11;12;14;STR +9, CON +9, WIS +5, CHA +6, ;Athletics +9, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 21, 500gp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 13;10000;;2x Chain Multiattack Weapon Attack. +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, ;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 Devil;Medium Fiend, Loot Value 1,500;Lawful Evil;18;Natural+2;152;16d8+80;30ft;20;15;20;11;12;14;STR +10, CON +10, WIS +6, CHA +7, ;Athletics +10, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 23, 1kgp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 15;13000;;3x Chain Multiattack Weapon Attack. +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 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, it can make an extra attack as a Bonus Action.
Chain Devil;Medium Fiend, Loot Value 4,500;Lawful Evil;18;Natural+2;162;17d8+85;30ft;20;15;20;11;12;14;STR +10, CON +10, WIS +6, CHA +7, ;Athletics +10, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 23, 3kgp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 18;20000;;3x Chain Multiattack Weapon Attack. +10 to hit, Reach 10 ft.
Hit. 23 (4d8+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 18 (4d8) 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. 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 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 may choose to succeed instead.
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.
Chain Devil;Medium Fiend, Loot Value 1,500;Lawful Evil;18;Natural+2;171;18d8+90;30ft;20;15;20;11;12;14;STR +10, CON +10, WIS +6, CHA +7, ;Athletics +10, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 23, 1kgp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 16;15000;;3x Chain Multiattack Weapon Attack. +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 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 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 Devil;Medium Fiend, Loot Value 2,500;Lawful Evil;18;Natural+2;181;19d8+95;30ft;20;15;20;11;12;14;STR +10, CON +10, WIS +6, CHA +7, ;Athletics +10, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 23, 1,500gp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 17;18000;;3x Chain Multiattack Weapon Attack. +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 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 may choose to succeed instead.
Chain Devil;Medium Fiend, Loot Value 9,500;Lawful Evil;19;Natural+3;190;20d8+100;30ft;20;15;20;11;12;14;STR +11, DEX +8, CON +11, WIS +7, CHA +8, ;Athletics +11, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 25, 6,500gp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 20;25000;;3x Chain Multiattack Weapon Attack. +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, ;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 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.
Chain Devil;Medium Fiend, Loot Value 7,000;Lawful Evil;19;Natural+3;179;21d8+84;30ft;20;15;18;11;12;14;STR +11, DEX +8, CON +10, WIS +7, CHA +8, ;Athletics +11, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 25, 4,500gp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 19;22000;;3x Chain Multiattack Weapon Attack. +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 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.
Chain Devil;Medium Fiend, Loot Value 10,000;Lawful Evil;19;Natural+3;209;22d8+110;30ft;20;15;20;11;12;14;STR +11, DEX +8, CON +11, WIS +7, CHA +8, ;Athletics +11, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 25, 6,500gp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 21;33000;;3x Chain Multiattack Weapon Attack. +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, ;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 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 Devil;Medium Fiend, Loot Value 15,000;Lawful Evil;19;Natural+3;219;23d8+115;30ft;20;15;20;11;12;14;STR +11, DEX +8, CON +11, WIS +7, CHA +8, ;Athletics +11, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 25, 10kgp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 22;41000;;3x Chain Multiattack Weapon Attack. +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.
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, 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.
Chain Devil;Medium Fiend, Loot Value 15,000;Lawful Evil;19;Natural+3;238;25d8+125;30ft;20;15;20;11;12;14;STR +11, DEX +8, CON +11, WIS +7, CHA +8, ;Athletics +11, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 25, 10kgp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 23;50000;;4x Chain Multiattack Weapon Attack. +11 to hit, Reach 10 ft.
Hit. 25 (3d12+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 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 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 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.
Chain Devil;Medium Fiend, Loot Value 20,000;Lawful Evil;20;Natural+4;257;27d8+135;30ft;20;15;20;11;12;14;STR +12, DEX +9, CON +12, WIS +8, CHA +9, ;Athletics +12, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 27, 15kgp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 24;62000;;4x Chain Multiattack Weapon Attack. +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 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.
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.
Chain Devil;Medium Fiend, Loot Value 20,000;Lawful Evil;20;Natural+4;285;30d8+150;30ft;20;15;20;11;12;14;STR +12, DEX +9, CON +12, WIS +8, CHA +9, ;Athletics +12, ;Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered;Fire, Poison;Poisoned;Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 27, 15kgp
Utility: Carry 300lbs., Push 600lbs.;Infernal, Telepathy 120 Ft.;CR 25;77500;;4x Chain Multiattack Weapon Attack. +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 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.
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.