Kyton, Evangelist (Chain Devil)
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Wickedly barbed chains adorn this lean figure, and gaps in the bindings reveal deathly
pale flesh etched with jagged scars.
KytonCR 6
XP 2,400
LE Medium outsider (evil, extraplanar, kyton, lawful)
Init +7; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
hp 60 (8d10+16); regeneration 2 (good weapons and spells, silver weapons)
Fort +8, Ref +9, Will +3
DR 5/silver or good; Immune cold; SR 17
OFFENSE
Speed 30 ft.
Melee 4 chains(+1, Wounding) +12 (2d4+3)
Space 5 ft; Reach 5 ft. (10 ft. with chains)
Special Attacks dancing chains, unnerving gaze
STATISTICS
Str 15, Dex 17, Con 14, Int 11, Wis 12, Cha 12
Base Atk +8; CMB +10; CMD 23
Feats Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain)
Skills Acrobatics +14, Climb +13, Craft (blacksmithing) +11, Escape
Artist +14, Intimidate +12, Perception +14
Languages Common, Infernal
SQ chain armor
SPECIAL ABILITIES
Chain Armor (Ex)
The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor
for the purpose of arcane spell failure, armor check penalties, maximum Dexterity,
weight, or proficiency.
Dancing Chains (Su)
A kyton can control up to four chains within 20 feet as a standard action, making the
chains dance or move as it wishes. In addition, a kyton can increase these chains’
length by up to 15 feet and cause them to sprout razor-edged barbs. These chains
attack as effectively as the kyton itself. If a chain is in another creature’s possession, the
creature can attempt a DC 15 Will save to break the kyton’s power over that chain. If the
save is successful, the kyton cannot attempt to control that particular chain again for 24
hours or until the chain leaves the creature’s possession. A kyton can climb chains it
controls at its normal speed without making Climb checks. The save DC is Charisma-
based.
Unnerving Gaze (Su)
Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an
opponent’s departed loved ones or bitter enemies. Those who fail their saves
become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC
is Charisma-based.
Chain, Spiked
Cost 25 gp Weight 10 lbs.
Damage 1d6 (small), 2d4 (medium) Critical x2 Type piercing
Category two-handed Proficiency exotic
Weapon Group flails
Special disarm, trip
A spiked chain is about 4 feet in length, covered in wicked barbs.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of
your Strength modifier to attack rolls with a spiked chain sized for you, even though it
isn’t a light weapon.
Wounding
Price +2 bonus; Aura moderate evocation; CL 10th; Weight —
DESCRIPTION
This special ability can only be placed on melee weapons. A wounding weapon deals 1
point of bleed damage when it hits a creature. Multiple hits from a wounding weapon
increase the bleed damage. Bleeding creatures take the bleed damage at the start of
their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the
application of any spell that cures hit point damage. A critical hit does not multiply
the bleed damage. Creatures immune to critical hits are immune to the bleed damage
dealt by this weapon.