Multiattack. The fiend makes three attacks with its chains.
Chain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d10 + 7) 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 (1d12) piercing damage at the start of each of its turns.
Chain Jump. The fiend can use one chain to jump up to 50 ft. The fiend then loses the chain.
True Sight. The fiend predicts its opponents actions dex saving throw DC: player with the highest ac's AC if they succeed then all attacks are dodged. (1d4+1 turns recharge time). I am not responsible for your players getting mad at you for wasting a spell slot or other things.
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.
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