Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Multiattack. The devil makes two attacks with its chains.
Chain. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 4) slashing damage. The target is grappled (escape DC 13) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 3 (1d6) piercing damage at the start of each of its turns.
(Bonus Action) Rapid Tether. The devil's chain lashes out to one object or creature within 30 feet. If the target is an unwilling creature, it must make a DC 13 Dexterity saving throw to avoid being grappled. Once tethered, the devil can choose to pull itself toward the target or pull the target toward itself. The grapple then ends.
Mental Prison. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it is trapped in an illusory prison, surrounded by images of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its turn.
(25%) Converging Shackles. The devil immediately uses its Converging Shackles ability.
(100%) Animate Chains. Up to three 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 15, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. Each chain has its own initiative. 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.
(50%) Reckless Spin. The devil extends both chains and whips them around in all directions. Any creature or object within 20 feet must make a DC13 Dexterity saving throw or take 14 (4d6) bludgeoning damage, is pushed back 10 feet and knocked prone. On a success, a creature avoids these effects. Structures or objects within this radius take double damage.
Attack rolls against the devil have advantage until the start of its next turn.
(25%) Converging Shackles. As a reaction, remaining chains return to the devil, wrapping themselves around its body and bursting into flame. The devil gains an additional +2 to AC, +5ft reach, and 1d6 fire damage to all attacks.
(0%) Immolate. When reduced to 0 HP, the devil's body begins to glow red-hot. At the start of the devil's next turn, it explodes. Each creature within 30 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys all but one of the devil's chains.
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