Chain Devil

Medium / fiend (Devil) / Lawful Evil / CR 8

Armor Class16
Hit Points85 (10d8 + 40)
Speed30 ft
Challenge8
Proficiency+3
STR18+4
DEX15+2
CON18+4
INT11+0
WIS12+1
CHA14+2
Saving Throws

Constitution +7, Wisdom +4, Charisma +5

Senses

Darkvision 120 ft

Languages

Infernal

Damage resistances

Bludgeoning, Cold, Piercing, Slashing

Damage immunities

Fire, Poison

Condition immunities

Poisoned

Traits

Devil Sight

Magical darkness doesn't impede the Chain Devil's Darkvision.

Magic Resistance

The Chain Devil has advantage on saving throws against spells and other magical effects.

Actions

Chain

Action

+7 to hit, range 10 ft. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the Chain Devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes damage at the start of each of its turns.

Multiattack

Action

The Chain Devil makes two attacks with its chains.

Animate Chains

Action

Up to four chains the Chain Devil can see within of it magically sprout razor-edged barbs and animate under the Chain 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 Chain 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 Chain Devil is incapacitated or dies.

Reactions

Unnerving Mask

Reaction

When a creature the Chain Devil can see starts its turn within 30 feet of the Chain Devil, the Chain 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 Chain Devil, it must succeed on a saving throw or be Frightened until the end of its turn.