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Basic Rules

Ice Devil CR: 14

Large fiend (devil), lawful evil
Armor Class: 18 (natural armor)
Hit Points: 180 ( 19d10+76 )
Speed: 8 sq

STR

21 +5

DEX

14 +2

CON

18 +4

INT

18 +4

WIS

15 +2

CHA

18 +4

Saving Throws: DEX +7, CON +9, WIS +7, CHA +9
Damage Resistances: bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Damage Immunities: cold, fire, poison
Condition Immunities: poisoned
Senses: Blindsight 8 sq., Darkvision 24 sq., Passive Perception 12
Languages: Infernal, Telepathy 24 sq.
Challenge Rating: 14 ( 11'500 XP)
Proficiency Bonus: +5

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

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 1 sq., one target. Hit: 12 ( 2d6+5 ) piercing damage plus 10 ( 3d6 ) cold damage.   Claws. Melee Weapon Attack: +10 to hit, reach 1 sq., one target. Hit: 10 ( 2d4+5 ) slashing damage plus 10 ( 3d6 ) cold damage.   Tail. Melee Weapon Attack: +10 to hit, reach 2 sq., one target. Hit: 12 ( 2d6+5 ) bludgeoning damage plus 10 ( 3d6 ) cold damage.   Wall of Ice (Recharge 1d6=6 ). The devil magically forms an opaque wall of ice on a solid surface it can see within 12 squares of it. The wall is 25 cm thick and up to 6 squares long and 2 squares high, or it's a hemispherical dome up to 4 squares 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 2-square 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.


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