Ice Devil Species in Londolon | World Anvil

Ice Devil


 

Ice Devil, CR 14

Large outsider / fiend / devil, lawful evil
Armor Class 18
Hit Points 180 ( 19d10+76 )
Spell Points
Speed 40ft

STR

19
+5

DEX

16
+2

CON

18
+4

INT

18
+4

WIS

15
+2

CHA

18
+4

Proficiency Bonus 2
Saving Throws Dex ( 1d20+7 ), Con ( 1d20+9 ), Wis ( 1d20+7 ), Cha ( 1d20+9 )
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities cold, fire, poison
Condition Immunities ignited, poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Telepathy 120 ft.

Spellcasting

Innate Spellcasting. The devil's innate spellcasting ability is Charisma (Spell Save DC 17), ( 1d20+9 ) to hit with Spell Attacks).   It can innately cast the following spells, requiring no material components or verbal components, but including somatic components (as a geometric spellcaster):   At will: Bane, Detect Evil and Good, Detect Magic, Ray of Frost
3/day each: Banishment, Bestow Curse, Clairvoyance, Dispel Magic, Ice Storm, Suggestion
1/day each:Cone of Cold, Contagion, Dispel Evil and Good, Eyebite, Freezing Sphere, Mass Suggestion

Special Abilites

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 Attack : 1d20+10 to hit, reach 5 ft., one target. Hit: 12 ( 2d6+5 ) Piercing Damage plus 10 ( 3d6 ) Cold Damage.   Claws. Melee Attack : 1d20+10 to hit, reach 5 ft., one target. Hit: 10 ( 2d4+5 ) Slashing Damage plus 10 ( 3d6 ) Cold Damage.   Tail. Melee Attack : 1d20+10 to hit, reach 10 ft., one target. Hit: 12 ( 2d6+5 ) Bludgeoning Damage plus 10 ( 3d6 ) Cold Damage.   Wall of Ice (Recharge 6). 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.   Cast a Spell. The devil casts a spell from its list of innate spells available.

Legendary Actions

The devil can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The devil regains spent epic actions at the start of its turn.   Tail. The devil makes one tail attack.   Rear Up (Costs 2 Actions). The devil makes a two claws attacks and a bite attack against targets of its choice.   Wall of Ice (Costs 2 Actions). The devil uses its wall of ice ability.   Cast a Spell (Costs 3 Actions). The devil casts a spell from its list of innate spells available.



 
 

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