AC 17 (natural armor)
HP 127 (15d8 + 60; bloodied 63)
Speed 40 ft.
Proficiency +4; Maneuver DC 16
Saving Throws Con +8, Wis +5, Cha +7
Skills Survival +5
Damage Resistances cold; damage from nonmagical, non-silvered weapons
Damage Immunities fire, poison
Senses darkvision 120 ft., passive Perception 12
Languages Infernal, telepathy 120 ft.
Devil’s Sight. The devil’s darkvision penetrates .
Lawful Evil. The devil radiates a Lawful and Evil aura.
Magic Resistance. The devil has on against spells and magical effects.
Rattling Chains. Whenever the devil moves, the rattling of its chains can be heard up to 300 feet away, unless it moves at half its Speed.
Relentless Tracker. Once the devil has a creature in its chains, it has on ability checks made to track that creature for the next 30 days.
Multiattack. The chain devil makes two chain attacks and commands up to two animated chains under its control to make chain attacks.
Chain. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a creature, it is (escape DC 16) and . Until the grapple ends, this chain can only attack the grappled target.
Animate Chain. One inanimate, unattended chain within 60 feet sprouts blades and magically animates under the devil’s control for 1 hour. It has AC 20 and 20 hit points, a Speed of 0, and immunity to psychic, piercing, poison, and thunder damage. When the devil uses Multiattack, the devil may command the chain to make one Chain attack against a target within 15 feet of it. If the chain is reduced to 0 hit points, it can’t be reanimated.
Unnerving Mask. When damaged by a creature within 30 feet that can see the devil, the devil momentarily assumes the magical illusory form of one of the attacker’s enemies or loved ones, alive or dead. The illusory figure may speak words that only the attacker can hear. The attacker makes a DC 15 Wisdom . On a failure, it takes 9 (2d8) psychic damage and is until the end of its next turn.The attacker is then immune to this effect for the next 24 hours.
The chain devil prefers locations festooned with chains. On its first and second turns, it animates a chain near its enemies and then attacks. Though it can’t make more than four chain attacks at a time, it animates a new chain whenever it can, so as to have as many attack options as possible. The devil uses Unnerving Mask once against each attacker. The chain devil fights to the death. It may let defeated creatures escape for the joy of hunting them.
Abathon, Alashel, Arcaxes, Asardel, Atha-Xul, Barashiel, Bel Nakari, Beleth, Besthelias, Bethegar, Brimstone, Calderax, Cenereth, Damaceus, Decimeth, Demedal, Elthodrath, Gethen, Glibris, Gur-Toras, Heleph, Ibaris, Kamien, Kush, Lorza, Machem, Maethiel, Meltis, Nensis, Silithis, Thaxes, Turel, Vish-Alatith, Zethayn, Zir
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Many scholars believe that devils are angels that fell from grace. When touched by evil, mortal souls may transform into devils, as well.
DC 15 Neither fire nor poison harms a devil, and even magical darkness doesn’t impede a devil’s vision. They are supernaturally resistant to mundane damage, although magical and silvered weapons wound them normally.
DC 20 Though irredeemably evil, devils can be bargained with at the bargainer’s peril. They generally keep their word.
Though indiscernible from a normal human draped in chains, the eerie fiends known as chain devils can stalk foes with a skill few mortals can claim. They use magic to animate the chains that wrap their bodies and possess the unnerving ability to adopt the appearance of a person familiar to their prey. Unlike most of their kind, chained devils show little desire for advancing in hell’s hierarchy. Rather, they seem content to hunt down escaped prisoners or torment trespassers in the infernal realms.
1 Whispering poison into a mortal’s ear
2 Engaging the pious in philosophical debate, so as to sow doubt
3 Offers the party the information they seek, for a price
4 Indulging pleasures of the flesh: enjoying a meal, listening to music, flirting with mortals
5 Hunting a mortal who defaulted on a deal
6 Imprisoned by ancient runes and seals; can’t leave its current general area
7 Guarding or otherwise serving a summoner
8 Guarding a sinister treasure, such as a forbidden book or cursed weapon
Wilderness and Underground Signs
1 A shrine to an archdevil, lit with black candles
2 Footprints, strangely warm to the touch
3 A waft of brimstone at a lonely crossroads
4 The remains of a humanoid who was clearly tortured to death
1 Statues of saints crying blood
2 Church bells magically fall silent
3 An infernal contract, as yet unsigned
4 Animals gather in large numbers, become aggressive, or die unexpectedly
Most devils are imprisoned in Hell but some are loosed upon the world by wicked spellcasters.
CR 0–2 ; 1d8
CR 3–4 ; 2 ; leading
CR 5–10 1 or 2 ; ; ; 2 or 3 ; , , or leading 2
Treasure a silver cup etched with a blasphemous word (the first three times the word is spoken, the cup fills with a ; the fourth time, the cup breaks)
CR 11–16 , , , or , possibly with 1 or 2 ; 3 ; with 3
Treasure signed infernal contract that frees an evil soul from Hell if destroyed,
CR 17–22 ; , , , , or with 3 ; with 1d6 + 3 ; with
Treasure 3 rubies (5,000 gp each), of and ,
CR 23–30 with 1 to 3 or ; 4 or with , , or ; 2 or ; with 1d4 + 2
Treasure 1,300 pp, 2 , (named Artifice; acts as a but the trident can’t be disguised)
CR 31+ , possibly with 1d4 + 2 or ; with 3 or 4 ; 3 or 4
Treasure gold and ruby scepter (25,000 gp), forbidden book with gold and diamond binding (25,000 gp), 13 star rubies (1,000 gp each), of , ,
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as, are neither demons nor devils.