Ice Devil

Large Fiend, (CR 12)
Illustration of Ice Devil Captivating Caption

Armor Class 18

Hit Points 180 (19d10+76)🎲

Speed 40 ft.


STR

20 (+5)

DEX

14 (+2)

CON

18 (+4)

INT

18 (+4)

WIS

16 (+3)

CHR

18 (+4)


Skills

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13

Languages Infernal, telepathy 120 ft.

Challenge Rating 12

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.


sizeLarge

typeFiend

group

alignment

strength_save

dexterity_save6

constitution_save8

intelligence_save

wisdom_save7

charisma_save8

perception

damage_vulnerabilities

damage_resistancesdamage from nonmagical, non-silvered weapons

damage_immunitiescold, fire, poison

condition_immunitiespoisoned

cr12

reactionsname: Freezing Blood (1/Day),desc: 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.,name: Tail,desc: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage plus 7 (2d6) cold damage.

legendary_desc

legendary_actions

special_abilitiesname: Devils Sight,desc: The devils darkvision penetrates magical darkness.,name: Lawful Evil,desc: The devil radiates a Lawful and Evil aura.,name: Magic Resistance,desc: The devil has advantage on saving throws against spells and magical effects.

spell_list

page_no84

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

Find the complete stats on: Open5e

Level Up Advanced 5e Monstrous Menagerie, page no. 84
Other formats: JSON

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