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Ice Devil

Large · Fiend · CR 14 · Chaotic Evil

Source. Black Flag SRD
Armor Class
18 (natural armor)
Hit Points and Hit Dice
193
Challenge Rating CR
14

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
24
+7
CON
28
+9
INT
18
+4
WIS
24
+7
CHA
28
+9

Overview

Category Monsters
Size Large
Type Fiend
Alignment Chaotic Evil
XP 11500
Initiative Bonus +7

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)
Passive Perception 17

Saving Throws

Strength +5 Dexterity +7 Constitution +9 Intelligence +4 Wisdom +7 Charisma +9

Languages

Infernal,telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
cold,Devilish Resilience
Damage Resistances
blinded,Devilish Resilience

Traits

Devilish Resilience

The devil is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition.

Devil's Sight

Magical darkness doesn't impede the devil's darkvision.

Magic Resistance

The devil has advantage on saves against spells and other magical effects.

Snow Walk

The devil can move across icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn't cost it extra movement.

Actions

Claws

+10 to hit, reach 5 ft (1.5 m). Hit: 2d6+5 plus 4d8 cold damage.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 18 (4d8) cold damage.

Icicle Shard

+9 to hit, range 120 ft (36.6 m). Hit: 2d8+4 plus 4d8 cold damage.

Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 13 (2d8+4) piercing damage plus 18 (4d8) cold damage.

Multiattack

The devil makes two Claw attacks and one Tail attack, or it makes three Icicle Shard attacks.

Tail

+10 to hit, reach 10 ft (3 m). Hit: 3d6+5 plus 4d8 cold damage.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) bludgeoning damage plus 18 (4d8) cold damage.

Bonus Actions

Ice Wall

The ice devil causes a wall of ice to magically rise from the ground at a point it can see within 60 feet of it. The wall is up to 30 feet long, 10 feet high, and 5 feet thick. It can be any shape, as long as its base is connected to the ground. If the wall cuts through a creature's space when it appears, the creature is pushed to one side (the devil's choice). If a creature would be surrounded on all sides by the wall, it can make a DC 17 DEX save. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall lasts 1 minute, until the devil creates a new wall, or until the devil dies. Each 10-foot section of the wall has AC 5, 30 HP, is vulnerable to fire damage, and is immune to acid, cold, necrotic, poison, and psychic damage.

Reactions

Ice Shield

When the ice devil or a friendly creature it can see is hit by an attack, the devil can create a magical barrier of ice to disrupt the attack. The target halves the damage from the attack.

About Ice Devil

Ice Devil is a large fiend with a Challenge Rating of 14. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 193 hit points (derived from None).

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 14.

Solo Encounter:

A single character of level 18 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 21,000 XP
  • Hard: 31,500 XP
  • Deadly: 42,000 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 14, making it appropriate for parties of level 14.0.
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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