Chainkeeper - AI-generated fantasy Monster

Chainkeeper

The Chainkeeper's chains are engraved with names rather than numbers because the spire's masters claim that a name makes a captive easier to break. The Chainkeeper knows which prisoners are valuable, which beasts are expendable, and which officers must never be touched. Old chains remain in use long after their owners die, creating a rattling archive of forgotten victims.

MediumHumanoid(Goblinoid)CR 5Lawful Evil

Chainkeeper

hobgoblinhumanoidgoblinoideliteenforcerbeast handlerprison guardcontrollermartial
HP85AC18SPD30 ft., Climb 15 ft. using chains, bars, or rough masonryCR5 (1,800 XP)Animal HandlingAthleticsIntimidationPerception
STR
20
save
DEX
14
CON
16
save
INT
10
WIS
12
CHA
12
Process the Captive. The Chainkeeper has advantage on attack rolls against grappled, restrained, or prone creatures.
Bring Them Down. When the Chainkeeper hits a flying creature with Hooked Chain, that creature must succeed on a Strength saving throw or have its flying speed reduced to 0 until the end of its next turn and fall. The creature takes falling damage as normal. If the creature can hover, it does not fall but descends up to 30 feet.
Iron Discipline. The Chainkeeper has advantage on saving throws against being frightened. It has advantage on ability checks and saving throws made to avoid being disarmed or moved against its will while wearing its plate armor.
Master of the Kennels. The Chainkeeper can communicate simple commands to trained beasts within 60 feet. Such beasts have advantage on saving throws against being frightened while they can hear the Chainkeeper.
Multiattack. The Chainkeeper makes two Hooked Chain attacks, or one Hooked Chain attack and uses Handler's Command.
Hooked Chain. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 10 () slashing damage, and if the target is Large or smaller, the Chainkeeper can pull it up to 10 feet toward itself. The Chainkeeper can choose to grapple the target instead of pulling it. The grappled target's escape DC is 15. Until the grapple ends, the target is restrained by the chain, and the Chainkeeper cannot use that chain against another target.
Drag to the Kennels. The Chainkeeper makes one Hooked Chain attack against a creature within 15 feet. On a hit, the target must succeed on a Strength saving throw or be knocked prone. A creature grappled by the Chainkeeper automatically fails this saving throw.
Handler's Command. The Chainkeeper issues a command to one allied beast within 60 feet that can hear it. The beast can use its reaction to move up to its speed and make one attack. If the beast is frightened, it can immediately repeat the saving throw against that condition.
Stand Behind Me. When a priest, officer, or allied beast under the Chainkeeper's command within 10 feet is hit by an attack, the Chainkeeper can move up to 10 feet without provoking opportunity attacks and becomes the target instead. The attack hits the Chainkeeper if it would hit the original target. The Chainkeeper must end this movement within 5 feet of the protected creature.
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