Creature Reference Back to Creatures

Ice Devil

Large · Fiend · CR 14 · Lawful Evil

Source. 5e 2014 Rules
Armor Class
18 (natural armor)
Hit Points and Hit Dice
180 (19d10+76)
Challenge Rating CR
14

Ability Scores

Core attributes and their modifiers.

STR
21
+5
DEX
14
+2
CON
18
+4
INT
18
+4
WIS
15
+2
CHA
18
+4

Overview

Category Monsters
Subcategory Devils
Size Large
Type Fiend
Alignment Lawful Evil
XP 11500
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 12

Saving Throws

Dexterity +7 Constitution +9 Wisdom +7 Charisma +9

Languages

Infernal, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities
poisoned

Environments

Hell

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

Bite

Cost 1

+10 to hit, reach 5 ft (1.5 m). Hit: 2d6 thunder damage.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

Claws

Cost 1

+10 to hit, reach 5 ft (1.5 m). Hit: 2d4 thunder damage.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

Multiattack

Cost 1

The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

Tail

Cost 1

+10 to hit, reach 10 ft (3 m). Hit: 2d6 thunder damage.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice

Cost 1

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 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 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 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.

About Ice Devil

Ice Devil is a large fiend with a Challenge Rating of 14. It has a lawful 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 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..

Related D&D 5e Content

Related Creatures