Medium Fiend, Lawful Evil
AC 17 Infernal Chains    Initiative +4 (14)
HP 142 (15d8 + 75)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 18 +4 +4
DEX 16 +3 +8
CON 20 +5 +10
Mod Save
INT 10 +0 +0
WIS 14 +2 +7
CHA 12 +1 +1
Skills Athletics +8, Intimidation +5, Perception +6
Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire, Poison; Charmed, Frightened, Poisoned
Senses Darkvision 120; Passive Perception 16
Languages Common, Infernal
CR 9 (XP 5,000; PB +4)
Traits

Traits

Hellchain Body.

The Chain Infernal is wrapped in living infernal chains. Any creature that grapples it or is grappled by it takes 7 (2d6) fire damage at the start of each of its turns.

Magic Resistance.

The Chain Infernal has advantage on saving throws against spells and other magical effects.

Infernal Chain Mastery.

The Chain Infernal can control up to 4 animated chains within 30 feet of itself. These chains act on its initiative and can make attacks as part of its Multiattack. If a chain is destroyed (AC 17, HP 20, immune to fire), the infernal can reanimate another object chain after a long rest.

Seething Embers.

Whenever the Chain Infernal takes damage, embers flare from its body. Until the end of its next turn, the first creature to hit it with a melee attack takes 7 (2d6) fire damage.

Actions

Actions

Multiattack.

The Chain Infernal makes three chain lash attacks, or two chain lash attacks and one Grasping Chain attack.


Chain Lash.

Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) fire damage.


Grasping Chain.

Melee Weapon Attack: +8 to hit, reach 20 ft., one target.
Hit: 9 (1d8 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 16).
Until the grapple ends, the target is restrained, and the Chain Infernal can’t use that chain on another target.


Infernal Hook Pull (Recharge 5–6).

The Chain Infernal lashes a barbed hook chain at a creature within 20 ft.

Melee Weapon Attack: +8 to hit, reach 20 ft., one creature.
Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) fire damage, and the target must succeed on a DC 16 Strength saving throw or be pulled up to 20 feet toward the Chain Infernal and knocked prone.


Chain Storm (Recharge 6).

The infernal spins its chains in a destructive fiery circle.

Each creature within 15 feet must make a DC 16 Dexterity saving throw, taking:
• 28 (8d6) slashing damage
• 14 (4d6) fire damage
on a failed save, or half as much on a success.

Bonus Actions

Reposition Chains.

The Chain Infernal moves any animated chain within 20 feet up to 20 feet to an unoccupied space.

Reactions

Backlash of the Hells.

When a creature within 5 ft. hits the Chain Infernal with a melee attack, it can use its reaction to deal 7 (2d6) fire damage to that creature.

Lair and Lair Actions

 

 

cheydrudik

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