Chain Devil · CR 8
Type: Fiend · Size: Medium · Grade: High (capacity 1,000 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Time | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Infernal Chain | Creature Part, Metal, Trophy, Unique | Medium | 100 | Medicine or Survival 15 | 10 minutes | Acid | – |
| Infernal Mask | Unique | Medium | 100 | Medicine or Survival 15 | 1 minute | Bludgeoning, Force, Thunder | – |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Killed outside an infernal realm
A devil slain anywhere else dissolves: only Infernal Ichor can be harvested (grade High, DC 20). Tick Killed outside its home realm in the harvest tool.
Trait parts
Grade = the creature’s grade (High), DC 20.
- Cryohide – from Cold
- Heatproof Hide – from Fire
- Detoxin – from Poison
- Night Eyes – from Darkvision
- Mindreach Matter – from Telepathy
- Barium Sanguine – from Magic Resistance
Part descriptions
Infernal Chain
An iron chain filled with infernal magic that moves by itself.
Good for: binding items (minor fit), e.g. dimensional shackles.
Infernal Mask
A mask of woven chain that feels deeply wrong; it whispers dark omens about the wearer’s loved ones.
Good for: illusion items (minor fit), e.g. a hat of disguise.
Statblock
Chain Devil – SRD 5.2
Medium Fiend, Lawful Evil
AC 15 · HP 85 (10d8 + 40) · Speed 30 ft.
Score Save Score Save STR 18 (+4) +4 INT 11 (+0) +0 DEX 15 (+2) +2 WIS 12 (+1) +4 CON 18 (+4) +7 CHA 14 (+2) +2 Resistances Bludgeoning, Cold, Piercing, Slashing
Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft. (unimpeded by magical darkness); Passive Perception 11
Languages Infernal; telepathy 120 ft.
CR 8 (XP 3,900; PB +3)
Traits
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes two Chain attacks and uses Conjure Infernal Chain.
Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends.
Conjure Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the end of the devil’s next turn, at which point the chain disappears. If the target is Large or smaller, the devil moves the target up to 30 feet straight toward itself. Success: The chain disappears.
Reactions
Unnerving Gaze. Trigger: A creature the devil can see starts its turn within 30 feet of the devil and can see the devil. Response—Wisdom Saving Throw: DC 15, the triggering creature. Failure: The target has the Frightened condition until the end of its turn. Success: The target is immune to this devil’s Unnerving Gaze for 24 hours.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 181); SRD 5.1 (size) – part descriptions rewritten in our own words.