Ice Devil

Ice Devil

Large fiend (devil), lawful evil

14
Challenge Rating
11500 XP

The Ice Devil, also known as an Gelugon, is a terrifying and powerful creature that hails from the icy depths of the Nine Hells. Standing tall and imposing, the Ice Devil resembles a humanoid figure encased in frost and ice. Its body is chiseled and muscular, with jagged icicles protruding from its shoulders and back.

The Ice Devil’s eyes burn with an intense blue flame, radiating an aura of cold that freezes the air around it. Its hands end in sharp, icy claws, and its wings, crafted from icy membranes, allow it to soar through the frigid infernal planes.

As a master of ice and cold, the Ice Devil possesses a range of chilling powers. It can conjure blizzards, creating freezing winds and snowstorms to immobilize its foes. Its touch can drain the warmth from living beings, leaving them weak and numb. With its icy breath, it can unleash blasts of freezing energy that can encase enemies in solid ice.

In battle, the Ice Devil is a formidable opponent. It combines its physical strength with its mastery of cold magic, making it a deadly adversary. It employs cunning tactics, using its wings to stay airborne and maneuver around the battlefield. Its icy defenses make it resistant to many forms of damage, and its sharp claws and teeth can tear through armor and flesh with ease.

Encountering an Ice Devil is a chilling experience. It is often found leading infernal armies or guarding important sites within the Nine Hells. Its presence brings an intense cold that can freeze the very soul of those who dare to oppose it. Only the most skilled and determined adventurers should challenge an Ice Devil, as its powers of ice and cold are relentless and merciless.

Special Abilities

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 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
  • Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
  • Tail: 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: 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.

Lore

The Stream

Armor Class: 18 (natural armor)
Hit Points: 180 (19d10+76)
Speed: 40 ft. (walk)
str
+5
21
dex
+2
14
con
+4
18
int
+4
18
wis
+2
15
cha
+4
18
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire | poison
Condition Immunities: Poisoned
Proficiency Bonus: +5

Proficiencies

  • Saving Throw: DEX +7
  • Saving Throw: CON +9
  • Saving Throw: WIS +7
  • Saving Throw: CHA +9

Senses

  • Passive Perception: 12
  • Blindsight: 60′
  • Darkvision: 120′
Languages: Infernal, telepathy 120 ft.

Credits: SRD 5.1