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Kyton, (Chain Lord)

Kyton Chain Lord 1
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The Chain Lords are the supreme rulers of Jangling Hiter, a realm steeped in excess and corruption, where each lord follows a personal path of decadence and power.

Appearance:

Chain Lords are formidable and nightmarish figures, often resembling grotesque hybrids of flesh and metal. Their bodies are adorned with chains that writhe and move of their own accord, wrapping around their forms like a living, sinister armor. Their skin is marked with horrific, scar-like patterns, and their faces can shift to reflect the fears or desires of those they encounter. These fiends exhibit a macabre elegance, with their appearance reflecting both their immense power and their twisted sense of aesthetics.

Behavior:

Chain Lords are calculating and ruthless, driven by a relentless pursuit of personal pleasure and power. They exhibit a cold, detached demeanor, often taking pleasure in the suffering they cause as part of their grandiose schemes. Their interactions are marked by a deliberate and methodical cruelty, using both psychological manipulation and physical torment to achieve their goals. Each Chain Lord is an individualist, pursuing their own decadent and self-serving ambitions with a fanatical zeal, often leading to elaborate and perverse displays of their dominance and control.

Habitat:

Residing in the opulent yet corrupted city of Jangling Hiter, the Chain Lords’ domain is a labyrinthine metropolis of excess and malevolence. Jangling Hiter is a place where every inch is imbued with avarice and intrigue, its streets lined with the spoils of countless deals and betrayals. The Chain Lords’ fortresses are imposing, constructed from the bones of their enemies and adorned with chains and traps that serve as both decoration and defense. The city’s architecture reflects their personal decadence, with each Chain Lord’s residence a twisted monument to their individual pursuits of luxury and power.

Modus Operandi:

Chain Lords utilize their chains not only for combat but as tools for manipulation and control. Their chains can ensnare, torture, and dominate their enemies, often extending their reach far beyond the physical. They excel in setting traps and creating elaborate schemes to ensnare their victims, frequently using their influence to orchestrate complex plots of betrayal and suffering. Their strategies are designed to maximize both personal gain and the torment of others, showcasing their prowess in both physical and psychological warfare.

Motivation:

Each Chain Lord is driven by their own decadent goals and desires, pursuing personal pleasure, power, and opulence with a single-minded fervor. They view their pursuits as a path to ultimate fulfillment and dominance, reveling in the excesses of their position. Their motivations are deeply personal, rooted in a desire to surpass all others in their quest for indulgence and control. Although they answer to the Amir, their actions are guided by their own ambitions, leading to a continual cycle of rivalry and intrigue within the ranks of the Chain Lords as they vie for supremacy and indulgence in their corrupted realm.


  • Kyton, (Chain Lord) 5e
  • Kyton, (Chain Lord) 3.5
Kyton, (Chain Lord)
Create (midjourney.com)

Medium Fiend (Kyton), Lawful Evil


  • Armor Class 19 (natural armor)
  • Hit Points 252 (24d8 + 144)
  • Speed 30 ft.

STRDEXCONINTWISCHA
25 (+7)18 (+4)22 (+6)16 (+3)17 (+3)20 (+5)

Saving Throws Str +12, Con +11, Wis +8, Cha +10
Skills Intimidation +10, Perception +8, Insight +8, Athletics +12
Damage Resistances Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren’t silvered
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages Infernal, Common, Telepathy 120 ft.
Challenge 16 (15,000 XP)


Traits

Dancing Chains (Recharge 5-6). The Chain Lord can control up to 6 chains within 60 feet as a bonus action. These chains can animate and attack with a range of 15 feet. The chains deal 2d6 + 7 slashing damage per hit, and the Chain Lord can direct all 6 chains to attack a single target or different targets. Chains that are in the possession of a creature can make a DC 19 Wisdom saving throw to resist this control. If the save is successful, the Chain Lord cannot attempt to control that chain again for 24 hours.

Regeneration. The Chain Lord regains 10 hit points at the start of its turn. If it takes damage from a silvered weapon or a weapon imbued with radiant energy, this trait does not function until the start of the Chain Lord’s next turn.

Unnerving Gaze (1/day). It can fix its gaze on one creature within 30 feet as an action. The creature must succeed on a DC 18 Wisdom saving throw or become paralyzed with fear for 1 minute. The creature can make another saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to the Chain Lord’s Unnerving Gaze for the next 24 hours.

Master of Chains. The Chain Lord’s chains are an extension of its will. It adds +3 to its weapon attacks using chains, and its attacks count as magical. The Chain Lord’s body is sheathed in a layer of enchanted chains, granting it resistance to damage from nonmagical weapons.


Spellcasting

The Chain Lord is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Chain Lord has the following spells prepared:

  • Cantrips (at will):
    Thaumaturgy, Toll the Dead, Mage Hand
  • 1st level (4 slots):
    Command, Shield of Faith, Wrathful Smite
  • 2nd level (3 slots):
    Hold Person, Silence, Spiritual Weapon (appears as a floating chain)
  • 3rd level (3 slots):
    Fear, Bestow Curse, Counterspell
  • 4th level (3 slots):
    Phantasmal Killer, Greater Invisibility
  • 5th level (1 slot):
    Dominate Person

Actions

Multiattack. The Chain Lord makes four attacks: two with its chains and two with its body chains.

Chain Strike. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 18 (2d8 + 7) slashing damage plus 4 (1d8) necrotic damage.

Body Chains. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 15 (2d6 + 7) bludgeoning damage plus 9 (2d8) psychic damage. The target must make a DC 18 Constitution saving throw or be grappled by the chain (escape DC 18). Until this grapple ends, the target is restrained.

Chain Entangle (Recharge 6). The Chain Lord throws out a mass of chains in a 30-foot cone. Each creature in that area must make a DC 19 Strength saving throw or be restrained by chains for 1 minute. A restrained creature can use its action to attempt a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check to free itself. The Chain Lord can retract the chains as a bonus action, pulling restrained creatures 10 feet closer.


Legendary Actions

The Chain Lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Chain Lord regains spent legendary actions at the start of its turn.

  • Chain Lash. It makes a chain attack.
  • Reposition. The Chain Lord moves up to half its speed without provoking opportunity attacks.
  • Chain Flurry (Costs 2 Actions). The Chain Lord animates up to 2 chains within 30 feet to attack targets of its choice. Each chain makes a melee weapon attack with a +10 bonus to hit and deals 2d6 + 7 slashing damage.

Tactics

The Chain Lord employs a mix of martial prowess and spellcasting. Its spell selection is geared toward control and fear, playing into its nature as a torturer and manipulator. It will use Fear or Phantasmal Killer early in combat to shake enemies, using Hold Person and Dominate Person to isolate or convert foes to its side.

In combat, the Chain Lord combines its Dancing Chains and spells like Spiritual Weapon to overwhelm opponents with multiple chain attacks, all while keeping itself protected with Shield of Faith and Greater Invisibility.

If a fight turns against it, the Chain Lord can rely on Counterspell to disrupt enemy spellcasters and Regeneration to recover from wounds.

Chain Lord

The Gates of Hell (Dice Freaks)

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

The Chain Lords are the elite masters of Jangling Hiter, answering only to the Amir. Each pursues their own decadent path to wealth, but collectively they are the richest independent devils in Hell. All ultimately answer to the Archduke Mammon, of course, but he often is too busy to be bothered with false devils such as the kytons.


Kyton, Max HD (Chain Lords)
Medium outsider (Evil, Extraplanar, Lawful)
Hit Dice24d8+144 (252 hp)
Initiative+9 (+5 Dexterity, +4 Improved Initiative)
Speed30 ft.
Armor Class31 (+8 armor, +5 Dexterity, +8 natural), touch 15, flat-footed 26
Base Attack/Grapple+24/+31
AttackChain +35 melee (2d4+10+1 vile/19-20)
Full Attack2 chains +35 melee (2d4+10 +1 vile/19- 20) and 4 body chains +35 melee (2d4+10 +1 vile/19-20)
Space/ Reach5 ft. /5 ft. (10 ft. with chains)
Special AttacksDancing chains, unnerving gaze
Special QualitiesDamage reduction 10/good and silver, Darkvision 60 ft., immunity to cold, regeneration 6, Spell Resistance 26
SavesFort +20, Ref +19, Will +16
AbilitiesStrength 25, Dexterity 20, Constitution 23, Intelligence 14, Wisdom 15, Charisma 16
SkillsAppraise (metalworking) +33, Climb +34, Craft (blacksmithing) +45, Escape Artist +32, Gather Information +34, Intimidate +30, Jump +34, Knowledge (local – Minaruros) +29, Listen +29, Spot +29
FeatsCombat Expertise, Combat Reflexes, Improved Critical (chain), Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Vile Martial Strike (chain), Weapon Focus (chain)
EnvironmentMinauros, Third of the Nine Hells of Perdition
OrganizationSolitary, or gang (2-4)
Challenge Rating14
TreasureStandard
AlignmentLawful Evil
AdvancementN/A

Dancing Chains (Su): A Chain Lord (Kyton Max HD) can control up to twelve chains within 60 feet as a standard action, making them dance or move as he wishes. These chains can also grow up to 15 feet in length, and sprout vicious barbs and spikes with which to rend a foe. The chains under a Chain Lord’s control attack as effectively as the devil itself. If a chain is in another creature’s possession, it may attempt a DC 25 Will save to break the Chain Lord’s power over that chain. If the save is successful, the Chain Lord cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession.

Unnerving Gaze (Su): The Chain Lords can make their face resemble their foe’s loved ones or enemies. This is a gaze attack with a range of 30 feet. Those who fail their saves (Will save DC 25) take a -4 penalty on attack rolls for the next 1d6 rounds. The save DC is Charisma– based.

Regeneration (Ex): The Chain Lords take normal damage from good-aligned or silver weapons and from spells with the good descriptor.

Possessions: A Chain Lord’s chains have an enhancement bonus of +3. Furthermore, they wrap tightly around the Chain Lord’s body, creating a makeshift form of armor. This functions as +3 chainmail with no maximum Dexterity bonus. This function only applies to the Chain Lord itself; other creatures attempting to wear the chains as armor find them no more than magical weapons.

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