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.
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.
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.
I'm super excited for BG:DitA, and can't wait to see what they do with all of the demons and devils.
Side note, there is a [Tooltip Not Found] error in the description.
wait a minute
why aren't the chains in its Animate Chains action immune to poison damage? 🤨
Yeah didn't you know? people break out of prison all the time by poisoning their chains.
Does rust count as a kind of poison?
Rust eats away at metal, it's caused by an acidic effect. So no
Thanks, I will use this expilcation in the future
Can it animate its own chains ?
Because it's classified as an object. Poisons usually target creatures with the constitution DC.
lets say im trying to create a differnt version of this how would i nerf its abilities to make it a boss fight for 4 level 3 character one of them built to be support
For a third level party, you should drop its HP to about 30, and set its AC to 14.
The important part is that its Chain attack should be +6 to hit, and deal 5 (1d6 + 2) damage on a hit, and 3 (d6) damage over time to a grappled creature. If you’re still worried about how much damage its dealing, half the number of chains it can animate at one time.
If you're willing to go so far as altering attribute scores, it’s physical stats become: STR: +3, DEX: +1, CON +3 (save +6). INT, WIS, and CHA remain the same.
If you require a fluff reason for these lower stats, list the above creature as a “fledgling”, not quite finished with the long, involved transformation into a chain devil.
why not
Because all objects are immune to poison damage according to the relevant rules in the Dungeon Master's Guide.
The question is actually why it bothers to mention they're immune to psychic damage again, because that can't affect objects either.
When you animate the chains, do they have a move speed? Or do they just automatically reach and strike a target within 60feet of the devil?
The chain makes an attack against one creature within 10 feet of itself.
My pc tried throwing fireball at him, then I had a sad warlock with one spell slot left.
Going to take the typical chain devil stay block to create a follower of Loviatar…
Just the-flavor the chains as a nine-flanged whip, and…presto!
Instant terror for the party.
He must have an Intelligence of 5 (I don't intend to be rude, this is a joke). I mean, who uses fire against a devil?
noob player maybe?
No tears please. It's a waste of good suffering!
Pinhead will be featuring in my campaign using this statblock for sure. 😈