Ice Devil
Large Fiend (Devil), Lawful Evil
AC 18 Initiative +7 (17)
HP 228 (24d10 + 96)
Speed 40 ft.
MOD | SAVE | MOD | SAVE | |||||
---|---|---|---|---|---|---|---|---|
STR | 21 | +5 | +5 | INT | 14 | +2 | +7 | |
DEX | 18 | +4 | +9 | WIS | 18 | +4 | +4 | |
CON | 15 | +2 | +7 | CHA | 18 | +4 | +9 |
Skills Insight +7, Perception +7, Persuasion +9
Immunities Cold, Fire, Poison; Poisoned
Senses Blindsight 120 ft.; Passive Perception 17
Languages Infernal; telepathy 120 ft.
CR 14 (XP 11,500; PB +5)
Traits
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
[[Magic Resistance]]. The devil has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a ]]Tail]]. attack.
ce Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil's hand immediately after a ranged attack.
Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage.
Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).