Medium Fiend (Devil), Lawful Evil
Armor Class 17 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws CON +8, WIS +5, CHA +7
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 Infernal, Telepathy 120 ft.
Challenge 10 (5,900 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.

Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 15). The devil can innately cast the following spells, without providing material components:
3/day each: levitate, major image
1/day each: dimension door, fear

Actions

Multiattack. The devil makes three attacks with its chains.

Chain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) 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.

Chain Slam. The devil slams a Medium or smaller creature grappled by its chain into another creature or a solid surface within its reach. If slammed into another creature, both creatures must succeed on a DC 15 Strength saving throw or take 12 (2d6 + 5) bludgeoning damage and be stunned until the end of its next turn.
On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Whirling Chains (Recharge 6). The devil moves up to half its walking speed and targets each creature within 15 feet of it during its movement. Each target must succeed on a DC 15 Dexterity saving throw or take 19 (4d6 + 5) slashing damage. The devil's movement during this action will not provoke opportunity attacks.
If the devil has a creature grappled by any of its chains (not the animated ones), the creature automatically fails is saving throw but is immediately released to a random space within 10 feet of the devil's space where it began to use Whirling Chains.

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

Monster Tags: Devil

Tom_Mech

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