SRD 5.1 SRD 5.1 (current printing)

SRD 5.2 SRD 5.2.1

Ice Devil

Large Fiend, Lawful Evil

Armor Class 18 (natural)

Hit Points 180 (19d10 + 76)

Speed 40 ft.

STR DEX CON INT WIS CHA
() () () () () ()
Saving Throws
, , ,
Damage Immunities
Fire, Poison
Condition Immunities
Poisoned
Senses
blindsight 60 ft., darkvision 120 ft., passive perception 12
Languages
Infernal, telepathy 120 ft.
Challenge
14 (11,500 XP)

Traits

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

The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: .
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: .
Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: .
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 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 on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

DM Options: Monster Talents adds Talents to this creature. View

Monster Weaknesses adds Weaknesses to this creature. View

Monster Loot: Monster Manual adds Loot to this creature. View

Home-Field Advantage adds Lair Actions to this creature. View

Monster Loot: Waterdeep: Dungeon of the Mad Mage adds Loot to this creature. View

Official miniatures

Pre-painted minis of this creature, catalogued from minisgallery.com.

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