Ice Devil — fantasy monster illustration. Ice Devil is a large fiend (Challenge Rating 12).

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Ice Devil

Large Fiend

AC
18
HP
180
Speed
40
CR
12

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)
CHA
18 (+4)

Saving Throws Cha +8, Con +8, Dex +6, Wis +7

Damage Resistances damage from nonmagical, non-silvered weapons

Damage Immunities cold, fire, poison

Condition Immunities poisoned

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

Languages Infernal, telepathy 120 ft.

Challenge 12


Traits

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.

Community Images

Ice Devil — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022