Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience — for less than the cost of a fancy coffee. Subscribe now.

Chain Devil
Size
Medium
Monster Race
Fiend (Devil)
Alignment
Lawful Evil
Armor Class
16 (natural armor)
Hit Points
85 (10d8 + 40)
Speed
6m
Attributes
STR
18 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Features
Saving Throws
Con +7, Wis +4, Cha +5
Damage Resistance
Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered
Damage Immunities
Fire, Poison
Condition Immunities
Poisoned
Senses
Darkvision 24m, passive Perception 8
Languages
Infernal, Telepathy 24m
Challenge
8 (3,900 XP)
Abilities
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The devil makes two attacks with its chains.
Chain
Melee Weapon Attack: +8 to hit, reach 2m, one target. Hit: (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns
Animate Chains (Recharges after a Short or Long Rest)
Up to four chains the devil can see within 12m of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.
Reactions
Unnerving Mask
When a creature the devil can see starts its turn within 6m of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.