Me.Mimic

Shackler

A hound-like fiend on two legs wrapped in chains with a large drooling maw.

Medium Fiend (Demon), Chaotic Evil

Armor Class 13

Hit Points 27 (5d8 + 5)

Speed 20 ft.

Initiative -1 (9)

STR DEX CON INT WIS CHA
14 (+2)
8 (-1)
12 (+1)
6 (-2)
8 (-1)
6 (-2)

Saving Throws Str +4

Skills Athletics +4

Damage Resistances cold, fire, lightning

Damage Resistances poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 9

Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)

Challenge 1 (XP 200; PB +2)

A hound-like fiend on two legs wrapped in chains with a large drooling maw.
ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) piercing damage plus 4 (1d8) acid damage.

Chain. Strength Saving Throw: DC 12, one Large or smaller creature the shackler can see within 5 feet. Failure: The target becomes grappled (escape DC 12 or 15 while using Fortify). While grappled this way, it is restrained and takes 7 (2d6) bludgeoning damage at the start of its turns.

BONUS ACTIONS

Fortify. The shackler multiplies its weight until it uses this bonus action again. While heavier, its speed is reduced to 0, it has disadvantage on attack rolls, and it can’t be moved against its will. Further, the escape DC of its Chain increases to 15, and the shackler gains resistance against bludgeoning, piercing, and slashing from nonmagical attacks. This effect lasts until the shackler uses this bonus action again.

Medium Fiend (Demon), Chaotic Evil

Armor Class 11

Hit Points 9 (2d8)

Speed 20 ft.

Initiative -1 (9)

STR DEX CON INT WIS CHA
13 (+1)
8 (-1)
11 (+0)
6 (-2)
8 (-1)
6 (-2)

Saving Throws Str +3

Skills Athletics +3

Damage Resistances cold, fire, lightning

Damage Resistances poison

Condition Immunities poisoned

Senses darkvision 30 ft., passive Perception 9

Languages Abyssal, telepathy 30 ft. (works only with creatures that understand Abyssal)

Challenge 1/8 (XP 25; PB +2)

A hound-like fiend on two legs wrapped in chains with a large drooling maw.
ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Chain. Strength Saving Throw: DC 11, one Large or smaller creature the shackler can see within 5 feet. Failure: The target becomes grappled (escape DC 11). While grappled this way, it is restrained and takes 2 (1d4) bludgeoning damage at the start of its turns.

BONUS ACTIONS

Fortify. The shackler multiplies its weight until it uses this bonus action again. While heavier, its speed is reduced to 0, it has disadvantage on attack rolls, and it can’t be moved against its will. Further, it gains resistance against bludgeoning, piercing, and slashing from nonmagical attacks. This effect lasts until the shackler uses this bonus action again.

Medium Fiend (Demon), Chaotic Evil

Armor Class 15

Hit Points 58 (9d8 + 18)

Speed 20 ft.

Initiative -1 (9)

STR DEX CON INT WIS CHA
16 (+3)
8 (-1)
14 (+2)
6 (-2)
8 (-1)
6 (-2)

Saving Throws Str +5

Skills Athletics +5

Damage Resistances cold, fire, lightning

Damage Resistances poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 9

Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)

Challenge 4 (XP 1,100; PB +2)

A hound-like fiend on two legs wrapped in chains with a large drooling maw.
ACTIONS

Multiattack. The shackler makes two Bite attacks. It can replace on of those attacks with a use of Chain.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) acid damage.

Chain. Strength Saving Throw: DC 13, one Large or smaller creature the shackler can see within 5 feet. Failure: The target becomes grappled (escape DC 13 or 16 while using Fortify). While grappled this way, it is restrained and takes 11 (2d10) bludgeoning damage at the start of its turns.

BONUS ACTIONS

Fortify. The shackler multiplies its weight until it uses this bonus action again. While heavier, its speed is reduced to 0, it has disadvantage on attack rolls, and it can’t be moved against its will. Further, the escape DC of its Chain increases to 16, and the shackler gains resistance against bludgeoning, piercing, and slashing from nonmagical attacks. This effect lasts until the shackler uses this bonus action again.

QUICK REFERENCE

📍 HABITAT

  • Found in demonic prisons, torture chambers, and shadowed dungeons
  • Often summoned as jailers by cults, warlocks, and similar
  • Fighting on eternal battlefields as disposable demon minions

🎭 BEHAVIOR

  • Sadistic and relentless, thrives on the fear of catching their prey
  • Will toy with prey, biting before dragging them into its chains
  • Usually works in packs, overwhelming enemies by grappling multiple targets
  • Hates freedom and free will, always craves to receive or give an order or task

🧠 INFORMATION (Intelligence Check)

  • DC 9 Religion: Identify it as a minor demon specializing in restraint and torment
  • DC 12 Investigation: Realize they aren’t built for quick movement, quite the contrary
  • DC 15 History: Know that shacklers usually are bound into service by stronger demons

⚔ COMBAT

  • Opens with Chain to lock down the first target it can reach
  • Switches its Fortify on and off to mitigate the most damage possible, or keeps it on to really anchor down a foe

💎 LOOT IDEAS

  • Infernal chains can be reforged into manacles or used directly as a chain and provide a higher escape DC than normal ones
  • Acidic ichor can be used like a normal acid flask if enough is collected