Ice Devil
Large Fiend (devil), lawful evil (CR 14)Armor Class 18 natural armor
Hit Points 180 (19d10+76)
Speed 40 ft.
21 (+5)
14 (+2)
18 (+4)
18 (+4)
15 (+2)
18 (+4)
Skills
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
Languages Infernal, telepathy 120 ft.
Challenge Rating 14
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.
sizeLarge
typeFiend
groupDevils
alignmentlawful evil
strength_save
dexterity_save7
constitution_save9
intelligence_save
wisdom_save7
charisma_save9
perception
damage_vulnerabilities
damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
damage_immunitiesfire, poison
condition_immunitiespoisoned
cr14
reactions
legendary_desc
legendary_actions
special_abilitiesname: Devil's Sight,desc: Magical darkness doesn't impede the devil's darkvision.,name: Magic Resistance,desc: The devil has advantage on saving throws against spells and other magical effects.
spell_list
page_no277
document__license_urlhttp://open5e.com/legal
document__slugwotc-srd
document__title5e Core Rules
document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd
Find the complete stats on: Open5e
5e Core Rules, page no. 277