Constitution +7, Wisdom +4, Charisma +5
Darkvision 120 ft
Infernal
Bludgeoning, Cold, Piercing, Slashing
Fire, Poison
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
+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
The Chain Devil makes two attacks with its chains.
Animate Chains
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
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.