Abyssal Chainbreaker

Old prison songs call the Chainbreaker by names that translate roughly to Warden, Chain-Feeder, and Last Accountant. Legends say they tally transgressions and are sent to fetch souls that owe payment in the courts of Hell.

MediumFiend(Fiend)CR 7Lawful evil

Abyssal Chainbreaker

chainsoul-harvestercontrollerfiendmobile
HP115AC17SPDWalk 30 ft., Climb 20 ft., Fly 30 ft. (hover)CR7 (2,900 XP)IntimidationPerceptionStealth
STR
18
save
DEX
14
CON
16
save
INT
12
WIS
13
CHA
18
save
Soulfeeding. When the Chainbreaker reduces a creature to 0 hit points while that creature is shackled, it devours a fragment of the creature's memory. The Chainbreaker gains temporary hit points equal to the creature's CR or half its level (minimum 1). Creatures rescued from Shackled regain memories only after a successful short rest and a Wisdom saving throw or require greater restoration.
Abyssal Veil. The Chainbreaker can see through magical darkness and is unaffected by the blinded condition caused by darkness. It can also create an area of impenetrable shadow 15-foot radius as an action; the area lasts for 1 minute or until dispelled. Creatures that start their turn in that area must succeed on a Wisdom saving throw or be frightened until the end of their next turn.
Shackled. Chainlash's shackling effect: A target hit by Chainlash must make a Strength saving throw. On a failure the target is Shackled. While Shackled the target is restrained, its speed is 0, and it takes 7 () necrotic damage at the start of each of its turns as its life force is leeched. The target or an ally can use an action to make a Strength ability check to break the chain; a successful check ends Shackled. Magical means such as dispel magic or greater restoration end Shackled immediately. A creature that is shackled that takes damage equal to or greater than half its maximum hit points in a single hit automatically breaks free but takes that incoming damage normally.
Lair Regeneration. The Chainbreaker regains 10 hit points at the start of its turn if it is in its own lair and the lair's brazier is burning. Otherwise it regains 5 hit points at the start of its turn once per short rest.
Chainlash. The Abyssal Chainbreaker lashes out with its enchanted chain. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () slashing damage plus 7 () necrotic damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone and become shackled to a spectral chain (see Shackled).
Voracious Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () piercing damage. If the target is currently shackled, the bite deals an extra 10 () psychic damage and the shackled condition worsens (see Shackled).
Parry. Parry. The Chainbreaker adds 3 to its AC against one melee attack that would hit it. To do so the Chainbreaker must see the attacker.
Chainstep. Chainstep. The Chainbreaker moves up to half its movement without provoking opportunity attacks.
Wrack (Costs 2 Actions). Wrack. The Chainbreaker forces one creature it can see that is shackled to make a Constitution saving throw. On a failure the creature takes 10 () psychic damage and is stunned until the end of its next turn. On a success it takes half damage and is not stunned.
Cantrips
Innate Fiendish MagicVarious The Chainbreaker can cast the following spells, using Charisma as its spellcasting ability (spell save DC 15, +7 to hit with spell attacks). It uses these spells innately and takes no components. At will: darkness, thaumaturgic whispers (flavored as whispers of chains). 3/day each: hold person, blight. 1/day: dominate person.
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