Medium Fiend (Devil, Any
Special Equipment. The slave knight wears a set of Slave Knight Armor and carries a Slave Knight Greatsword Slave Knight Armor. If an effect would move the slave knight along the ground against its will, it can use a reactionto reduce the distance moved by 10 ft. The slave knight also has a +2 bonus to Athletics or Strength checks and saves to resist being grappled or moved against its will. Denial. When the slave knight makes an attack with its greatsword that targets more than one target, it gains an additional +1 bonus to the attack and damage rolls (for a total of +2). It also gains this additonal bonus if used to make an opportunity attack against a target entering its range. Guardian. Immediately after a creature within 5 feet of the slave knight takes the Disengage action or hits a target other than the slave knight with an attack, it can make an Opportunity Attack against that creature. Halt. When the slave knight hits a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn. Reactive Strike. While wielding its slave knight greatsword, the slave knight can take a Reaction to make one melee attack against a creature that enters its reach. Reactive. The slave knight can take one reaction on every turn in combat. Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Multiattack. The devil makes two attacks with its chains or greatsword. Slave Knight Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 9 (2d8) fire damage. Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.