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Ice Devil

Large · Fiend · CR 12 · Chaotic Evil

Armor Class
18
Hit Points and Hit Dice
180 (19d10+76)
Challenge Rating CR
12

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
14
+2
CON
18
+4
INT
18
+4
WIS
16
+3
CHA
18
+4

Overview

Category Monsters
Size Large
Type Fiend
Alignment Chaotic Evil
XP 8400
Initiative Bonus +2

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 120 ft (36.6 m)
Blindsight 60 ft (18.3 m)
Passive Perception 13

Saving Throws

Dexterity +6 Constitution +8 Wisdom +7 Charisma +8

Languages

Infernal, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
cold, fire, poison
Damage Resistances
damage from nonmagical, non-silvered weapons
Condition Immunities
poisoned

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

Bite

+9 to hit, reach 5 ft (1.5 m). Hit: 2d6+5 plus 2d6 cold damage.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) cold damage.

Claws

+9 to hit, reach 5 ft (1.5 m). Hit: 2d4+5 plus 2d6 cold damage.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 7 (2d6) cold damage.

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.

Multiattack

The devil makes one bite attack and one claws attack.

Spear

+9 to hit, reach 10 ft (3 m). Hit: 2d8+5 plus 3d6 cold damage.

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.

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.

About Ice Devil

Ice Devil is a large fiend with a Challenge Rating of 12. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 180 hit points (derived from 19d10+76).

Ice Devil has communication capabilities including Infernal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Ice Devil

3 tips available

When using Ice Devil in your D&D 5e campaign, consider these tactical approaches:

  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Ice Devil

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 12.

Solo Encounter:

A single character of level 16 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 15,600 XP
  • Hard: 23,400 XP
  • Deadly: 31,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Ice Devil?
Ice Devil has a Challenge Rating of 12, making it appropriate for parties of level 12.0.
What type of creature is Ice Devil?
Ice Devil is a Large Fiend, which affects how certain spells and abilities interact with it.
What languages does Ice Devil speak?
Ice Devil can communicate in Infernal, telepathy 120 ft..

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