Medium Fiend (Devil), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 229 (19d12 + 85)
Speed 30 ft.
STR
23 (+6)
DEX
15 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws CON +10, WIS +7, CHA +8
Skills Intimidation +13
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Grappled, Poisoned, Restrained
Senses Darkvision 120 ft., Passive Perception 11
Languages Infernal, Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Blasen Chain (3 per short or long rest). As a bonus action, the devil infuses its chains with searing heat. For the next minute, the devil's chain attacks are considered magical for the purposes of overcoming resistance to non-magical attacks and deal an additional 11 (3d6) fire damage.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes three attacks with its chains.

Chain. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 6) slashing damage. The target is grappled (escape DC 17) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 11 (3d6) 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.

Torture (Recharge 6). The devil shoots unbearable pain through its chains. Any creature grappled by the devil's chain must succeed on a DC 17 Constitution saving throw. On a failure, the target is Paralyzed for the next minute. The creature can repeat the saving throw until the end of its turns, ending the effect on a success.

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

Legendary Actions

The devil can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The devil regains spent legendary actions at the start of its turn.

Constrict. The devil tightens a chain around one creature it is grappling. The creature takes 8 (3d4) piercing damage.

Pull. The devil pulls a creature grappled by one of its chains up to 10ft closer to it or the origin of a chain (if the chain is animated).

Chain Attack (costs 2 actions). The devil makes an attack with its chain.

Description

While many devils strive constantly to ascend the infernal hierarchy, a small few enjoy their station and spurn promotion. A chain devil who excels in the eyes of its archfiend yet delights in the torture it inflicts on its master's subject may instead ascend to a Grand Warden.

These elite devils serve as the overseer of the infernal prisons. They specialize in causing extreme torment to the prisoners and can break even the most virtuous and stubborn of souls.

Monster Tags: Devil

Jothrax

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