Kyton (Chain Devil)
Medium fiend (devil)- Challenge
- STR
- 4
- DEX
- 2
- CON
- 4
- INT
- 0
- WIS
- 1
- CHA
- 2
- Soak
- 1
- Fort
- +6
- Ref
- +3
- Will
- +3
Devil’s Sight. Magical darkness doesn’t impede the kyton’s darkvision.
Magic Resistance. The kyton has advantage on saving throws against spells and other magical effects.
Maneuvers. The kyton uses maneuvers (maneuver save Difficulty 15). It has 15 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: blinding debris, bloodletting blade, cripple, disorient, distract, fearsome beast, feint, grievous wound, lunge, quivering palm, spring attack
2 stamina dice: feigned opening, misdirection, slice tendon
Actions (2)
Chain. Melee Weapon Attack: +6 to hit, reach 2 m. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape Difficulty 11) 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 kyton can see within 10 meters of it magically sprout razor-edged barbs and animate under the kyton’s control, provided that the chains aren’t being worn or carried.
Each animated chain is an object with 20 Defense, 2 Soak, 20 Health, resistance to piercing damage, and immunity to psychic and concussion damage. Once on its turns, the kyton 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 kyton is incapacitated or dies.
Reactions
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 Difficulty 13 Will saving throw or be frightened until the end of its turn.
Maneuvers
As an action, make a weapon attack and throw dirt, sand, or various debris into the eyes of a creature that you can touch or see within 2 meters. You must have sand in your hand to throw.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.
As an action, make a melee weapon attack to cripple the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As an action, make a weapon attack to distract the creature, giving your allies an opening.
On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
1 minute/stamina die
As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.
While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.
As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.
On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack to leave a twisted wound that can’t be healed so easily.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or its maximum health is reduced by the stamina die result for 1 hour. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with an unarmed strike to cause lethal vibrations in the creature’s body.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it takes necrotic damage equal to the stamina die.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As a reaction, which you use when a creature makes an opportunity attack against you, you position yourself to force your opponent off balance.
If the enemy’s attack misses, you can make one melee weapon attack against the creature.
If the enemy’s attack hits, one ally within 1 meter of the enemy can make one melee weapon attack against the creature.
You must use this maneuver before the enemy’s roll is revealed.
Enhance
If you or your ally hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.
As a reaction, which you use when a creature that you can see within 2 meters of you attacks you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.
You must choose to use this feature before knowing whether the attack hits or misses.
1 minute/stamina die
As an action, make a melee weapon attack with a light or finesse weapon to slice the creature’s tendon.
On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.