5e Planescape: Tales of Devotion
Zincir the Benevolent
Clad in barbed chains, this robust devil has its face hidden behind a horned mask revealing only one burning eye.
Medium fiend (devil), Lawful Evil
Armor Class: 16 (natural armor)
Hit points: 100 (10d8+50)
STR 18 (1) CON 20 (1) WIS 12 (2)
Saving Throws Con +8, Wis +4, Cha +5
Skills Deception +5, Intimidate +5, Insight +4
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 11
Languages Common, Infernal, telepathy 120 ft.
Challenge 10 (5900 XP)
Devil’s Sight. Magical darkness does not impede the devil’s darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Barbed Armor. At the start of each of its turns, the chain devil deals 4 (1d8) piercing damage to any creature grappling it.
Multiattack. The devil makes three melee attacks: two with its chains and one with its vorpal ritual dagger .
Chain. Melee Weapon Attack: 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.
Vorpal ritual dagger. Melee: 7) slashing damage. The attack ignores resistance to slashing damage. When a 20 is rolled on the attack roll against a creature with at least one head, one of the creature’s heads is cut off. The creature dies if it cannot survive without its lost head. A creature is immune to this effect if it is immune to slashing damage, does not have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
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 are not 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 cannot 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.
Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
LAIR ACTIONS (Temple of Pain)
On initiative count 20 (losing initiative ties), Zincir takes a lair action to cause one of the following effects; the devil cannot use the same effect two times in a row.
- 2d4 lemures (see p. 76 of the Monster Manual for details) spawn and crawl out of the fighting pit. They act on the same initiative count as Zincir.
- One of the chains hanging from the temple’s ceiling momentary animates and makes a chain attack against a target designated by Zincir (+8 to hit; 2d6 slashing damage).
- The statue of the Lady of Pain casts faerie fire at a single target within 60 feet of it. The target is outlined in black and white flames if it fails a DC 13 Dexterity saving throw. For the duration, the affected creature sheds dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature or object cannot benefit from being invisible. This effect lasts until initiative count 20 on the next round.
Height: 6'8'' (2,03m)
Weight: 440 lbs./200kg
The nickname Zincir has acquired contains multiple connotations. On the one hand, it could refer to how he tests the limits of what other Mercykillers allow by running multiple establishments dedicated to questionable pleasures. For some, these havens are gifts proving them immune to the rest of the Mercykillers. On the other hand, Zincir is the torturer responsible for punishing those deemed unworthy of death which would be too merciful in light of their heinous deeds. The kyton takes natural pleasure in creating new torture methods for those poor souls in his care, making him very generous indeed. Particularly the fact that those victims will not be allowed to die adds an ironic twist to the moniker.
Despite being an evil creature through and through, Zincir is actually very committed to the Mercykillers’ ideals. There is an appropriate punishment for each unlawful deed. However, the law can extend to allow immoral deeds. The fact that the devil remains utterly depraved does not contradict its ideals. Indeed, such is Zincir’s dedication to the craft of punishment and the industry of pain that the devil has become to idolize the Lady of Pain as the epitome of its ideal of amoral punishment. Thus, knowing full well how this will result in its death, Zincir has carefully crafted a divine ritual in the Lady’s honour, to elevate her according to his creed. In being killed by the Lady, the kyton believes it will simply become purified by the justice she embodies to him and become a part of the Lady.
Zincir has a number of lackeys including Focalor who runs the ‘Nail of Dis’ gambling hall. Sitri the Sly used to be Zincir’s subordinate during his early life, having been born to one of the Tiefling prostitutes of ‘Chain and Whip’, a brothel owned by Zincir. The prostitutes were doing penance for their crimes, and Sitri was sold to Zincir as an indulgence by his mother. The kyton would then mercilessly abuse its slave for a number of depraved jobs, including but not limited to replacing its mother as a worker at the ‘Chain and Whip’.