In the armies of the archdevil known only as the Iron General, there is an agent so feared by the lower ranks that the mention of his name can quash most insubordination. This “devil’s boogeyman” is a chain devil named Kechakala, whose service to the Iron General has granted him divine power much like a mortal paladin derives from her oaths. Kechakala primarily serves as enforcer and tracker among the General’s forces, but on rare occasions when an outsider has drawn the archdevil’s wrath, the anti-paladin will be dispatched to the Material Plane to hunt them down. While he would never admit it, Kechakala relishes these missions as a break in an otherwise monotonous eternity.
Medium fiend (devil), lawful evil
Armor Class 17 (natural armor)
Hit Points 181 (10d8 + 8d10 + 90)
Speed 30 ft.
|20 (+5)||15 (+2)||20 (+5)||11 (+0)||12 (+1)||14 (+2)|
Saving Throws Con +8, Wis +4, Cha +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft.
Challenge 10 (5,900 XP)
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.
Spellcasting. Kechakala is a 8th-level spellcaster. His spellcasting ability is Charisma (save DC 14, +6 to hit). Kechakala has the following spells prepared.
1st (4 slots): bane, bless, command, detect magic, divine favor, hunter’s mark, shield of faith
2nd (2 slots): aid, find steed, hold person, lesser restoration, locate object, magic weapon, misty step
Infernal Smite. When Kechakala hits a creature with a melee weapon attack, he can expend a spell slot to deal radiant damage to the target in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level slot or 3d8 for a 2nd-level slot.
Relentless Avenger. When Kechakala hits a creature with an opportunity attack, he can move up to half his speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Vow of Enmity (Recharges after a short or long rest). As a bonus action, Kechakala can utter a vow of enmity against a creature he can see within 10 ft. He gains advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Multiattack. The devil makes two attacks with its chains.
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) 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.
Abjure. Kechakala chooses one creature within 60 feet that he can see. That creature must make a Wisdom saving throw (DC 14), unless it is immune to being frightened. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0 and it can’t benefit from any bonus to its speed.
On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
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.
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.