Medium Fiend (Devil), Lawful Evil
Armor Class 17 (Natural armor) (see traits)
Hit Points 171 (14d12 + 80)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws CON +8, WIS +5, CHA +6
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Infernal, Telepathy 120 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
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.

Legendary Resistance (2/Day): If the Arena Chain Devil fails a saving throw, it can choose to succeed instead.

Protection From Far Away. When being attacked this creature’s AC is determined by how far away the attacker is, if it 15ft away or closer the AC is 17, when it is more than 15ft but no more than 25ft the AC is 18, if it is more than 25ft but no more than 35ft the AC is 19, When more than 35ft but no more than 40ft the AC is 20 and when more than 40ft the AC is 21

Actions

Multiattack. The devil makes two attacks with its chains.

Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+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 9 (2d8); piercing damage at the start of each of its turns.

Animate Chains (Recharges after a Short or Long Rest). Up to six 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, 30 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.

Legendary Actions

Has 3 legendary actions

can only use legendary actions inside his cage

Wiggle chains. The Arena chain devil wiggles a few of the chains in his cage, creating a 5x15ft area of difficult terrain until the start of it’s next turn. Costs 1 legendary action.

Chain movement. The Arena Chain Devil uses the chains in his cage to move up to 15ft away from it’s starting location. Costs 1 legendary action.

Small fire stripe. Makes a 5x15 area of chains catch fire until the start of his next turn. Costs 2 legendary actions.

 

Lair and Lair Actions

Arena chain devils live in what they call arenas, in them there are hundreds, if not thousands of chains.

Chain arena of fire. The Arena Chain devil calls upon the chains in his lair, creating a 50x50x50ft cage of chains shaped like a cube with the Arena Chain Devil inside the cage, the chain devil can only have one cage at a time.

stripe of flaming chains. A 5x50ft stripe of chains catch fire for 2 rounds, if a creature starts or ends or starts it’s turn in this fire it takes 10 (2d8+1) fire damage and for every 5ft it walks across it takes 6 (1d8+1) fire damage.

Wall of chains. the Arena Chain Devil uses his chains to create 3 vertical 5x5x50ft pillars that last for 2 turns. Can only be used inside his cage.

Monster Tags: Devilfiend

pedro200686

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