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D&D 5th Edition

Compendium

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Chain Devil

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

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.

ChainMelee 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.

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 Wisdom saving throw or be frightened until the end of its turn.

Attributes

AC
16 (Natural Armor)
Alignment
Lawful Evil
CHA
14
CON
18
Challenge Rating
8
Condition Immunities
Poisoned
DEX
15
HP
85 (10d8+40)
INT
11
Immunities
Fire, Poison
Languages
Infernal, Telepathy 120 Ft.
Passive Perception
8
Resistances
Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered
Roll 0
Chain 1d20 + 8 2d6+4
STR
18
Saving Throws
Con +7, Wis +4, Cha +5
Senses
Darkvision 120 Ft.
Size
Medium
Speed
30 ft.
Type
fiend (devil)
WIS
12
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