Kyton (Chain Devil) (CR 6)
AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Hit Dice: 8d8+16 (52 hp); DR: 5/silver or good
Fort +8, Ref +8, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.(10 ft. with chain)
Base Attack +8; Grapple +10
Attack: Chain +10 melee
Full Attack: 2 chains +10 melee
Damage: Chain 1d4+2/19-20
Special Attacks/Actions: Dancing chains, unnerving gaze
Abilities: Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12
Special Qualities: immunity to cold, SR 18, regeneration 2
Feats: Alertness; Improved Critical (chain); Improved Initiative
Skills: Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, and Use Rope +2 (+4 with bindings)
Advancement: 9-16 HD (Medium-size)
Climate/Terrain: Nine Hells of Baator
Organization: Solitary, gang (2-4), band (6-10), or mob (11-20)
Dancing Chains (Su): A kyton's most awesome attack is its ability to control all chains within 20 feet as a standard action, making them dance or move as it wishes. In addition, kyton can increase the chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself.
A kyton can climb chains it controls at its normal speed without a Climb check.
Unnerving Gaze (Su): A kyton can make its face resemble one of the opponent's departed loved ones or bitter enemies. Those subjected to the gaze must succeed at a Will save (DC 15) or suffer a -1 morale penalty to attack rolls for 1d3 rounds.
Regeneration (Ex): Kytons take normal damage from fire, acid, and blessed weapons.
A kyton that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.
Skills: Kytons receive a +8 racial bonus to Craft skills involving metalwork.
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).