Ice Devil
Large fiend (devil), lawful evil. CR 14, AC 18, 180 HP. Traits: Devil's Sight, Magic Resistance.
- Armor class
- 18
- Hit points
- 180
- Challenge
- 14
- Creature type
- Fiend
- Size
- Large
- Alignment
- lawful evil
Stat block
- Cha
- 18
- Con
- 18
- Dex
- 14
- Int
- 18
- Str
- 21
- Wis
- 15
- Speed
- 40 ft.
- Senses
- blindsight 60 ft., darkvision 120 ft., passive Perception 12
- Actions
- Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
- Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
- Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
- Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
- Wall of Ice. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.
- Languages
- Infernal, telepathy 120 ft.
- Saving throws
- DEX +7, CON +9, WIS +7, CHA +9
- Damage immunities
- fire, poison
- Special abilities
- Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
- Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
- Damage resistances
- bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
- Condition immunities
- Poisoned
Source and licence
From System Reference Document 5.1.
Licence: SRD (CC BY 4.0).
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.