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Chained One


AC 17 (natural armor)

HP 199 (21d10 + 84; bloodied 99)

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

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 12

Languages Infernal, telepathy 120 ft.

Devil’s Sight. The chained one’s darkvision penetrates magical darkness .

Lawful Evil. The chained one radiates a Lawful and Evil aura. 

Magic Resistance. The chained one has advantage on saving throws against spells and magical effects.

Rattling Chains. Whenever the chained one 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 chained one has grappled a creature in its chains, it has advantage on ability checks made to track that creature for the next 30 days.

Burning Blood (While Bloodied ). When a creature within 5 feet hits the chained one with a melee attack, boiling black blood spurts from the wound. The attacker makes a DC 16 Constitution saving throw , taking 16 (3d10) fire damage on a failure or half damage on a success.


Multiattack. The chained one 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 grappled (escape DC 16) and restrained . Until the grapple ends, this chain can only attack the grappled target.

Despairing Howl (Recharge 5–6). The chained one screams. Each creature that can hear it within 90 feet makes a DC 16 Constitution saving throw , taking 28 (8d6) thunder damage and 28 (8d6) psychic damage on a failure or half damage on a success.


Animate Chain. One inanimate, unattended chain within 60 feet sprouts blades and magically animates under the chained one’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 chained one uses Multiattack, it 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 chained one, it 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 saving throw . On a failure, it takes 9 (2d8) psychic damage and is frightened until the end of its next turn.The attacker is then immune to this effect for the next 24 hours.


The chained one 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 chained one uses Unnerving Mask once against each attacker. The chained one fights to the death. It may let defeated creatures escape for the joy of hunting them.

Devil Names

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

Settlement Signs

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 imp ; 1d8 lemures

CR 3–4 bearded devil ; 2 lemure bands ; imp leading lemure band

CR 5–10 1 or 2 barbed devils ; bone devil ; chain devil ; 2 or 3 bearded devils ; bearded devil , barbed devil , or night hag leading 2 lemure bands

Treasure a silver cup etched with a blasphemous word (the first three times the word is spoken, the cup fills with a greater healing potion ; the fourth time, the cup breaks)

CR 11–16 horned devil , erinyes , ice devil , or chained one , possibly with 1 or 2 lemure bands ; 3 barbed devils ; barbed devil with 3 bearded devils

Treasure signed infernal contract that frees an evil soul from Hell if destroyed, manual of quickness of action

CR 17–22 pit fiend ; bone devil , chain devil , horned devil , erinyes , or ice devil with 3 bearded devils ; erinyes with 1d6 + 3 harpies ; chain devil with chained one

Treasure 3 rubies (5,000 gp each), spell scrolls of magic circle and raise dead , rope of entanglement

CR 23–30 pit fiend with 1 to 3 bearded devils or hell hounds ; 4 bearded devils or barbed devils with bone devil , chain devil , or horned devil ;  2 erinyes or ice devils ; ice devil with 1d4 + 2 winter wolves  

Treasure 1,300 pp, 2 potions of flying , 3 trident (named Artifice; acts as a hat of disguise but the trident can’t be disguised)

CR 31+ Pit Fiend General , possibly with 1d4 + 2 emure bands or bearded devils ; pit fiend with 3 or 4 barbed devils ; 3 or 4 erinyes

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), spell scroll of gate , animated shield , deck of many things

Monster Type Description

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 hell hounds , are neither demons nor devils.