Sources
CR
Type
Size
Alignment
Movement

Princeps Kovik

Medium Fiend (devil), Lawful Evil

Armor Class 16 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft.
STR
18
+4
DEX
15
+2
CON
18
+4
INT
11
+0
WIS
12
+1
CHA
14
+2
Saving Throws CON +7, WIS +4, CHA +5
Damage Resistances cold; bludgeoning, piercing, slashing, from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft.
Challenge 8 (3,900 XP)

Traits

Devil's Sight. Magical darkness doesn't impede Kovik's darkvision.

Magic Resistance. Kovik has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Kovik makes two attacks with its chains.

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 Kovik 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 Kovik 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 Kovik 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.

Reactions

Unnerving Mask. When a creature Kovik 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.