Devil, Kyton Max HD
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
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 Dice||24d8+144 (252 hp)|
|Initiative||+9 (+5 Dexterity, +4 Improved Initiative)|
|Armor Class||31 (+8 armor, +5 Dexterity, +8 natural), touch 15, flat-footed 26|
|Attack||Chain +35 melee (2d4+10+1 vile/19-20)|
|Full Attack||2 chains +35 melee (2d4+10 +1 vile/19- 20) and 4 body chains +35 melee (2d4+10 +1 vile/19-20)|
|Space/ Reach||5 ft. /5 ft. (10 ft. with chains)|
|Special Attacks||Dancing chains, unnerving gaze|
|Special Qualities||Damage reduction 10/good and silver, Darkvision 60 ft., immunity to cold, regeneration 6, Spell Resistance 26|
|Saves||Fort +20, Ref +19, Will +16|
|Abilities||Strength 25, Dexterity 20, Constitution 23, Intelligence 14, Wisdom 15, Charisma 16|
|Skills||Appraise (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|
|Feats||Combat Expertise, Combat Reflexes, Improved Critical (chain), Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Vile Martial Strike (chain), Weapon Focus (chain)|
|Environment||Minauros, Third of the Nine Hells of Perdition|
|Organization||Solitary, or gang (2-4)|
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.