Large Construct, Lawful Evil
AC 16 Natural Armor, Rusted Chains    Initiative +0 (10)
HP 110 (13d10 + 39)
Speed 30 ft.
Mod Save
STR 18 +4 +14
DEX 10 +0 +0
CON 16 +3 +12
Mod Save
INT 5 −3 −3
WIS 12 +1 +1
CHA 14 +2 +2
Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison, Psychic; Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft, Blind beyond this radius; Passive Perception 11
Languages None
CR 6 (XP 2,300; PB +3)
Traits

Abyssal Resilience. When the Chain Scourge is subjected to fire damage, it takes no extra damage but the heat causes its iron chains to momentarily weaken, reducing its AC to 14 until the end of its next turn.

Tharizdun's Psychic Drone. While within 30 feet of the Chain Scourge, any creature attempting to resist the compulsion from the Oculus of Compliance makes its saving throws with disadvantage. Additionally, hostile creatures within this range have disadvantage on attack rolls made against the Oculus of Compliance, as the drone interferes with aim and concentration.

Unstable Binding. The Chain Scourge is primarily composed of chaotic energy held together by the prison’s binding magic. If it is reduced to 0 hit points, it explodes in a burst of rusted shrapnel and psychic feedback. All creatures within 10 feet must make a DC 14 Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much on a successful one.

Actions

Multiattack. The Chain Scourge makes two Chain Whip attacks.

Chain Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 1d8 + 4 bludgeoning damage plus 1d6 psychic damage.

Slamming Grapple. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 bludgeoning damage, and the target is grappled (escape DC 15). The Scourge can only grapple one creature at a time. While grappled, the target is restrained, and at the start of each of its turns, the target takes 1d6 necrotic damage as the rusted chains sap their vitality.

Drag to the Abyss (Recharge 5–6). The Chain Scourge must have a creature grappled. It pulls the grappled creature up to 10 feet directly toward the edge of the Pit. If this movement forces the grappled creature to move into the Pit, the creature must immediately make a DC 14 Wisdom saving throw. On a failed save, the compulsion of the Pit overrides their will, and they willingly fall into the darkness. On a successful save, they are still pulled to the edge but manage to maintain their footing.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Planar (Abyss)

sobgobelins

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