Chain Fiend

Chain Fiend
Level 9 (+5)
"Run as fast as you can, not that it will do you much good, child. The beast of chains comes to punish those who do not do as they are told. They seek to forever envelop the disobedient, and take them away to their terrible abode."
——Sister Guana, Priestess of the Anointed Light attempting to discipline a curfew violator
The Chain Fiend hails from the infernal plane of metal. In this realm of the lower planes, the lands are shod with iron, steel and unknown, darker alloys. Chain fiend are said to have bonded with the unholy substances that protrude from the terrain, weaving it into their tortured flesh to such a degree that they envelop themselves in wicked spiked chains forevermore. They use this second skin as both armor and weapons, and can even control chains they approach, having linked their foul minds to the darker nature of the stronger metals.
Awareness
16
Senses
Darkvision
Initiative
17/1d8
Hitpoints: 75
Healing Value: 15
Resilience: +5
Morale
1
AC
21/24
Touch
18
Fort
19
Reflex
19
Will
18
Defenses
Resistances: Weapon (10, overcome by Silver or Good), Cold (Imm), Caustic (10). Immune to Disease, Fear, Pain, Poisons & Toxins. MR 1d6+5
Vulnerabilities: None
Defensive Actions
Regeneration [Supernatural]
Regain 10 hitpoints per round, unless dealt damage by a Silver Weapon or Holy damage. (Advanced)
Attributes / Saving Throws (1 AP)
STR
18 / 21
DEX
14 / 17
CON
18 / 21
INT
7 / 9
WIS
11 / 13
CHA
13 / 15
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+12 vs AC (ArN 2)
Slashing Chains
2d8 + 6 (avg 15) Slashing damage
Melee Reach 10ft • One creature
The Chain Fiend swings a collection of its bladed chains at the target, ripping into its flesh.
2d8 + 6 (avg 17) Bludgeoning damage
Grapple +10
Special Attacks (3 AP)
+12 vs AC (ArN 2)
Chain Assault  • Advanced
4d8 + 11 (avg 29) Slashing damage
Melee Reach 10ft • One creature
The Chain Fiend whirls two jagged chains in a deadly pattern before unleashing them upon its victims. On a hit, the target suffers ongoing 5 Bleed damage every 10 segments and Pain (2) [SE, ST 4d10 vs Con].
+12 vs AC (ArN 2)
Chainstorm  • Advanced
4d8 + 11 (avg 29) Slashing damage
Melee Reach 10ft • Up to 3 creatures within reach.
The Chain Fiend explodes into motion, whipping about two of its Spiked Chains in wild, discordant patterns. Make one attack and compare it to all targets. On a hit, creatures of medium size or smaller are knocked Prone.
+12P vs AC (ArN 2)
Animated Chain Prison [1/Rest]  [Supernatural] • Advanced • Pot 1d8+5, MR No
4d8 + 11 (avg 29) Slashing damage
Range 30ft • One creature within range
The Chain Fiend unleashes a small army of sinister chains from its body upon a victim, wrapping around them to crush the life from its body. On a hit, the target is Confined and suffers ongoing 10 Bludgeoning damage every 10 segments [SE, ST 4d10 vs STR or DEX].
Immediate Actions
+12P vs AC (ArN 2)
Lord of Chains  [Supernatural] • Advanced • Pot 1d8+5, MR No
2d8 + 6 (avg 15) Bludgeoning or Slashing damage
Immediate ActionRange 30ft • One creature.
The Lord of Chains projects its will onto its namesake, and infuses it with malevolence. The Chain Fiend takes control of a chain within range and make an attack against a target within 10ft of the chain itself. If the chain devil uses the chain from its Animated Chain Prison to attack a creature confined by the prison, the attack automatically hits.
+8P vs Will
Unnerving Gaze  [Supernatural, Fear, Mind-Affecting] • Advanced • Pot 1d8+5, MR No
Immediate ActionRange 30ft • One creature
As an Immediate Action the Chain Fiend looks upon its victim with the eyes of a supernatural predator. On a hit, the target is Shaken [SE, ST 4d10 vs WIS]
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
55 ft
Overland Movement
30 mi/day
Qualities
  • Metalworker: The Chain Fiend gains a +8 Racial Bonus to Smithing skills
  • Fiendish Resistance: The Fiend is Immune to Cold damage and has Reduction 10 to Weapon Damage (overcome by Silver and Good) and Caustic. Additionally, it is Immune to Disease, Fear, and Poisons & Toxins. (inc)
  • Magic Resistance: The creature has Magic Resistance equal to [1d6 + 5]. (inc)
  • Natural Armor: AC +3/+6, Ref +1 (inc)
Skills: Balance R2 (+7), Climb R3 (+10), Escape R4 (+8), Jump R1 (+5), Stealth R2 (+4), Listen R3 (+5), Spot R4 (+7), Hunting R3 (+7), Blacksmithing R3 (+18), Weaponsmithing R3 (+18), Coercion R4 (+11), Deception R3 (+6), Manipulation R2 (+4), Aloofness R2 (+4), Bravery R4 (+11), Suspicion R3 (+5)
Feats: Fast Initiative, More Precise, Heavy Hitter
Philosophies: Rank 2 Mental, Rank 2 Physical, Rank 5 Infernal
Combat Training: Cast 2, Melee 2, Ranged 2, Parry 2, Fort 2, Reflex 2, Will 2
Wits: +3, Brawn: +10
Equipment: None
Charm
0
Coercion
+11
Deception
+6
Manipulation
+4
Persuasion
-1
Aloofness
+4
Bravery
+11
Intuition
-1
Tolerance
+1
Suspicion
+5
Social
Composure: 17
Languages: Infernal, Common
Motives: Capture, kill and torture mortals
Prejudices: