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Breadcrumb

Ice Devil

Challenge
Alignment
Terrain
str
20
dex
14
con
18
int
18
wis
16
cha
18

AC 18 (natural armor)

HP 180 (19d10 + 76; bloodied 90)

Speed 40 ft.


Proficiency +4; Maneuver DC 17

Saving Throws Dex +6, Con +8, Wis +7, Cha +8

Damage Resistances damage from nonmagical, non-silvered weapons

Damage Immunities cold, fire, poison

Condition Immunities poisoned

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13

Languages Infernal, telepathy 120 ft.


Devil’s Sight. The devil’s 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

Multiattack. The devil makes one bite attack and one claws attack.

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

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

Spear. 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.

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 creature’s space when it appears, the creature is pushed to one side of the wall (creature’s 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.


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 spell’s 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.

Combat

The ice devil prefers melee combat, dropping its ice wall on melee attackers in a way that blocks ranged attackers from participating in the battle. The ice devil uses its spear attack first to slow one or two opponents, and then attacks slowed opponents with bite and claws. The ice devil rarely retreats from melee, though it may do so if threatened by ranged attackers it can’t counter.


Devil Names

Abathon, Alashel, Arcaxes, Asardel, Atha-Xul, Barashiel, Bel Nakari, Beleth, Besthelias, Bethegar, Brimstone, Calderax, Cenereth, Damaceus, Decimeth, Demedal, Elthodrath, Gethen, Glibris, Gur-Toras, Heleph, Ibaris, Kamien, Kush, Lorza, Machem, Maethiel, Meltis, Nensis, Silithis, Thaxes, Turel, Vish-Alatith, Zethayn, Zir


Legends and Lore

With an Arcana or Religion check, characters can learn the following:

DC 10 Many scholars believe that devils are angels that fell from grace. When touched by evil, mortal souls may transform into devils, as well.

DC 15 Neither fire nor poison harms a devil, and even magical darkness doesn’t impede a devil’s vision. They are supernaturally resistant to mundane damage, although magical and silvered weapons wound them normally.

DC 20 Though irredeemably evil, devils can be bargained with at the bargainer’s peril. They generally keep their word.

Description

Though hell is typically associated with fire, some parts of the infernal realm are blisteringly cold. Ice devils rule these frozen wastes, using them as training grounds for hell’s newest recruits. Cold-hearted taskmasters, ice devils despise weakness above all else. In combat, they wield spears made from the frozen souls of those who failed to meet their exacting standards.

Behavior

1 Whispering poison into a mortal’s ear

2 Engaging the pious in philosophical debate, so as to sow doubt

3 Offers the party the information they seek, for a price

4 Indulging pleasures of the flesh: enjoying a meal, listening to music, flirting with mortals

5 Hunting a mortal who defaulted on a deal

6 Imprisoned by ancient runes and seals; can’t leave its current general area

7 Guarding or otherwise serving a summoner

8 Guarding a sinister treasure, such as a forbidden book or cursed weapon

Signs

Wilderness and Underground Signs

1 A shrine to an archdevil, lit with black candles

2 Footprints, strangely warm to the touch

3 A waft of brimstone at a lonely crossroads

4 The remains of a humanoid who was clearly tortured to death


Settlement Signs

1 Statues of saints crying blood

2 Church bells magically fall silent

3 An infernal contract, as yet unsigned

4 Animals gather in large numbers, become aggressive, or die unexpectedly

Encounters

Most devils are imprisoned in Hell but some are loosed upon the world by wicked spellcasters. 

CR 0–2 imp ; 1d8 lemures

CR 3–4 bearded devil ; 2 lemure bands ; imp leading lemure band

CR 5–10 1 or 2 barbed devils ; bone devil ; chain devil ; 2 or 3 bearded devils ; bearded devil , barbed devil , or night hag leading 2 lemure bands

Treasure a silver cup etched with a blasphemous word (the first three times the word is spoken, the cup fills with a greater healing potion ; the fourth time, the cup breaks)

CR 11–16 horned devil , erinyes , ice devil , or chained one , possibly with 1 or 2 lemure bands ; 3 barbed devils ; barbed devil with 3 bearded devils

Treasure signed infernal contract that frees an evil soul from Hell if destroyed, manual of quickness of action

CR 17–22 pit fiend ; bone devil , chain devil , horned devil , erinyes , or ice devil with 3 bearded devils ; erinyes with 1d6 + 3 harpies ; chain devil with chained one

Treasure 3 rubies (5,000 gp each), spell scrolls of magic circle and raise dead , rope of entanglement

CR 23–30 pit fiend with 1 to 3 bearded devils or hell hounds ; 4 bearded devils or barbed devils with bone devil , chain devil , or horned devil ;  2 erinyes or ice devils ; ice devil with 1d4 + 2 winter wolves  

Treasure 1,300 pp, 2 potions of flying , 3 trident (named Artifice; acts as a hat of disguise but the trident can’t be disguised)

CR 31+ Pit Fiend General , possibly with 1d4 + 2 emure bands or bearded devils ; pit fiend with 3 or 4 barbed devils ; 3 or 4 erinyes

Treasure gold and ruby scepter (25,000 gp), forbidden book with gold and diamond binding (25,000 gp), 13 star rubies (1,000 gp each), spell scroll of gate , animated shield , deck of many things

Monster Type Description

Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.