Chain Devil

Medium Fiend (devil), lawful evil (CR 11)
Illustration of Chain Devil Captivating Caption

Armor Class 16 natural armor

Hit Points 85 (10d8+40)🎲

Speed 30 ft.


STR

18 (+4)

DEX

15 (+2)

CON

18 (+4)

INT

11 (+0)

WIS

12 (+1)

CHR

14 (+2)


Skills

Senses darkvision 120 ft., passive Perception 8

Languages Infernal, telepathy 120 ft.

Challenge Rating 11

Actions

Multiattack.

The devil makes two attacks with its chains.

Chain.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (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 60 feet 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.


sizeMedium

typeFiend

groupDevils

alignmentlawful evil

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception

damage_vulnerabilities

damage_resistancescold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

damage_immunitiesfire, poison

condition_immunitiespoisoned

cr11

reactionsname: Unnerving Mask,desc: 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 Wisdom saving throw or be frightened until the end of its turn.

legendary_desc

legendary_actions

special_abilitiesname: Devil's Sight,desc: Magical darkness doesn't impede the devil's darkvision.,name: Magic Resistance,desc: The devil has advantage on saving throws against spells and other magical effects.

spell_list

page_no275

document__license_urlhttp://open5e.com/legal

document__slugwotc-srd

document__title5e Core Rules

document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd

Find the complete stats on: Open5e

5e Core Rules, page no. 275
Other formats: JSON

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