Shackler

Medium • Fiend (Demon) • Chaotic Evil

Armor Class 13

Hit Points 27 (5d8 + 5)

Speed 20 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
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)

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.

Shackler

Medium • Fiend (Demon) • Chaotic Evil

Armor Class 11

Hit Points 9 (2d8)

Speed 20 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
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)

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.

Shackler

Medium • Fiend (Demon) • Chaotic Evil

Armor Class 15

Hit Points 58 (9d8 + 18)

Speed 20 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
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)

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

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.