Chain DevilMedium fiend (devil)
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.
Chain. Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 15) 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 10 meters 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 20 Defense, 20 Health, resistance to piercing damage, and immunity to psychic and concussion damage. Once on its turns, the devil 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 health or if the devil is incapacitated or dies.
Unnerving Mask. When a creature the devil can see starts its turn within 5 meters 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 13 Will saving throw or be frightened until the end of its turn.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9