Large Fiend, Lawful Evil
Armor Class 15 (Metalic Chains)
Hit Points 156 (13d10 + 78)
Speed
STR
26 (+8)
DEX
3 (-4)
CON
22 (+6)
INT
12 (+1)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +11, CON +9, WIS +4, CHA +5
Skills Deception +5, Insight +5, Perception +8
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Magical Attacks
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 120 ft., Truesight 30ft, Passive Perception 18
Languages Common, Infernal, Telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Magic Resistance: The Chained Horror has advantage on saving throws to avoid spells and other magical effects.

Restrained Horror: The Chained Horror cannot be moved, or transported in any way other than a spell of 8th level or higher or a spell-like effect of equivalent power.

Furthermore the Chained Horror always faills Dexterity saving throws, and saving throws that would force it prone, restrained or grappled, as well as atlhethics and acrobatics skill checks.

Chain Cloak: The Chained Horror is covered in massive spiked chains, if it takes 5 or less damage it takes no damage instead, unless the damage is psychic damage.

Chained Steps: The Chained Horror is restrained in heavy chains, however it can slowly move, it can move up to 10ft every hour, it can climb this way, however it does so at half speed instead only being able to move 5ft every hour.

Wicked Spiked Chains: All creatures grappling or being grappled by the Chained Horror take 2d6 piercing damage + 2d6 necrotic damage at the end of their turn, furthermore a creature that takes necrotic damage in this way cannot regain hit points (short of a spell of 8th level or lower or similar power spell-like effect).

Piercing Thorns: Piercing damage dealt by the Chained Horror ignores resistant to piercing damage, and deals half as much damage to creatures immune to it instead.

Actions

Multiattack: The Chained Horror makes three Wicked Chain attacks or two Iron Spike attack, or two Wicked Chain attack and one Iron Spike attack, or one of its available attacks and one of its available actions on its attack action.

Wicked Chains: Melee Weapon Attack, +11 to hit, 15ft reach, one target, for 2d6 piercing damage + 2d6 necrotic damage.

A creature hit by this attack must succeed in a DC 19 Strength saving throw being restrained by the chains on a failure.

A creature restrained in this way may attempt to break free at the start of its turn or during its turn as an action, breaking free on a successfull DC 19 Strength saving throw.

Iron Spike: Ranged Weapon Attack +11 to hit, 120ft range, one target, for 2d6 piercing damage + 2d6 necrotic damage.

Chain Jail: All creatures within 30ft of the Chained Horror must succeed in a DC 19 Dexterity saving throw being restrained by a wave of wicked chains and pulled 5ft towards the Chained Horror on a failure. 

Bonus Actions

Extend Chains: The Chained Horror shambles and slowly extends its chains around it, the range and reach of its attacks and effects double (this feature can be used up to 5 times before the chains reach their limits).

Description

Native to the Razor Glades the chained horrors are born already in their chains, heavy lumps of spiked iron that grows of their bodies like hair. Much like shells of moluscs these layers of chains are wielded as armor, and as octopus tentacles they are wielded as tools and weapons.

Comunities of chained horrors line the spiked cliffs of the Razor Glades, and the walls of the fiendish bladed cities like barnicles on the backs of whales. 

Previous Versions

Name Date Modified Views Adds Version Actions
10/22/2026 11:45:33 PM
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