Ice Devil
Size
Large
Monster Race
Fiend (devil)
Alignment
Lawful Evil
Armor Class
18 (natural armor)
Hit Points
180 (19d10 + 76)
Speed
8m
Attributes
STR
21 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Features
Saving Throws
Dex +7, Con +9, Wis +7, Cha +9
Damage Resistance
Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered
Damage Immunities
Cold, Fire, Poison
Condition Immunities
Poisoned
Senses
Blindsight 12m, darkvision 24m, passive Perception 12
Languages
Infernal, telepathy 24m
Challenge
14 (11,500 XP)
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.
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 1m, one target. Hit: (2d6 + 5) piercing damage plus (3d6) cold damage.
Claws
Melee Weapon Attack: +10 to hit, reach 1m, one target. Hit: (2d4 + 5) slashing damage plus (3d6) cold damage.
Tail
Melee Weapon Attack: +10 to hit, reach 2m, one target. Hit: (2d6 + 5) bludgeoning damage plus (3d6) cold damage.
Wall of Ice (Recharge 6)
The devil magically forms an opaque wall of ice on a solid surface it can see within 12m of it. The wall is 30cm thick and up to 6m long and 3m high, or it's a hemispherical dome up to 6m 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 2m 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.
The wall can be damaged and breached; each 2m 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.