Shackler
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 Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, telepathy 30 ft. (works only with creatures that understand Abyssal)
CR 1 (XP 200; PB +2)

Shackler
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 Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, telepathy 30 ft. (works only with creatures that understand Abyssal)
CR 1/8 (XP 25; PB +2)

Shackler
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 Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, telepathy 30 ft. (works only with creatures that understand Abyssal)
CR 4 (XP 1,100; PB +2)

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
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
