Ice Devil
Large Fiend
- Armor Class: 18
- Hit Points: 180 (19d10+76)
- Speed: walk 40 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie, page 84
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
14 (+2) |
18 (+4) |
18 (+4) |
16 (+3) |
18 (+4) |
- Saving Throws: Dex +6, Con +8, Wis +7, Cha +8
- Skills:
- Damage Immunities: cold, fire, poison
- Damage Resistances: damage from nonmagical, non-silvered weapons
- Condition Immunities: poisoned
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 13
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Devils Sight: The devils darkvision penetrates magical darkness.
- Lawful Evil: The devil radiates a Lawful and Evil aura.
- Magic Resistance: The devil has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The devil makes one bite attack and one claws attack.
- Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) cold damage.
- Claws: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 7 (2d6) cold damage.
- Spear: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature it makes a DC 16 Constitution saving throw becoming slowed for 1 minute on a failure. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
- Ice Wall (1/Day): The devil magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat 1 foot thick and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12 30 hit points vulnerability to fire damage and immunity to cold necrotic poison and psychic damage.
- If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (creatures choice): The creature then makes a DC 16 Dexterity saving throw taking 49 (14d6) cold damage on a successful save or half damage on a success.
Bonus Actions
- Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage plus 7 (2d6) cold damage.
Reactions
- Freezing Blood (1/Day): When a creature within 60 feet that the devil can see hits it with a ranged attack or includes it in a spells area, the creature makes a DC 16 Constitution saving throw. On a failure, the creature takes 10 (3d6) cold damage and is slowed until the end of its next turn.
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