- Armor Class
- 16 (natural armor)
- Hit Points
- 85 (10d8+40)
- Speed
- 30 ft.
- Challenge
- 8 (3,900 XP)
- Proficiency bonus
- +3
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 18 (+4) | 15 (+2) | 18 (+4) | 11 (+0) | 12 (+1) | 14 (+2) |
- Saving throws
- Con +7, Wis +4, Cha +5
- Damage resistances
- cold, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage immunities
- fire, poison
- Senses
- darkvision 120 ft., passive Perception 11
- Languages
- Infernal, telepathy 120 ft.
Traits
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.
Actions
Multiattack. The devil makes two attacks with its chains.
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Animate Chains (Recharges after a Short or Long Rest). Up to four 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 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. 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.
Reactions
Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
A chain devil is worth 3,900 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many chain devils fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Against the 9 other challenge 8 monsters in the SRD 5.1, the chain devil has more hit points than 3 of them, which makes it a little frailer than most at its CR. See every CR 8 monster.
Chain Devil 2024 stat block
The 2024 Monster Manual revised the chain devil, and the SRD 5.2 carries the new stat block. What changed:
- Armor Class: 16 → 15.
- New in its stat block: Diabolical Restoration, Conjure Infernal Chain and Unnerving Gaze.
- Gone from it: Devil's Sight, Animate Chains and Unnerving Mask.
- Armor Class
- 15
- Hit Points
- 85 (10d8 + 40)
- Speed
- 30 ft.
- Challenge
- 8 (3,900 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 18 (+4) | 15 (+2) | 18 (+4) | 11 (+0) | 12 (+1) | 14 (+2) |
- Damage resistances
- bludgeoning, cold, piercing, slashing
- Damage immunities
- fire, poison
- Senses
- darkvision 120 ft. (unimpeded by magical darkness), passive Perception 11
- Languages
- Infernal; telepathy 120 ft.
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.