Ice Devil

Large fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit Points 180 (19d10+76)
Speed 40ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 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 60ft., darkvision 120ft., passive Perception 12
Languages Infernal, telepathy 120ft.
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
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 5ft., one target.
Hit: 12 (2d6+5) piercing damage plus 10 (3d6) cold damage.
Claws
Melee Weapon Attack: +10 to hit, reach 5ft., one target.
Hit: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage.
Tail
Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage.
Wall of Ice (Recharge 6)
The devil magically forms an opaque wall of ice on a solid surface it can see within 60ft of it. The wall is 1ft thick and up to 30ft long and 10ft high, or it's a hemispherical dome up to 20ft 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 10ft 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.
- name Ice Devil
- type fiend
- kind devil
- ac 18
- hp 180 (19d10+76)
- size large
- alignment lawful evil
- abilities
- name STR
- value 21
- name DEX
- value 14
- name CON
- value 18
- name INT
- value 18
- name WIS
- value 15
- name CHA
- value 18
- speed 40ft
- cr 14