Ice Devil [1/2]Fiend · CR 14
Ice Devil [1/2]Large Fiend (Devil), Lawful Evil
STR+521
DEX+214
CON+418
INT+418
WIS+215
CHA+418
AC18
HP228
CR14
SPD40 ft.

TRAITS

Diabolical RestorationIf the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Magic ResistanceThe devil has Advantage on saving throws against spells and other magical effects.

Ice Devil [2/2]Fiend · CR 14
Ice Devil [2/2]Large Fiend (Devil), Lawful Evil

ACTIONS

MultiattackThe devil makes three Ice Spear attacks. It can replace one attack with a Tail attack.

Ice SpearMelee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil’s hand immediately after a ranged attack.

TailMelee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage.

Ice Wall (Recharge 6)The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).

Ice Devil [1/2]Large Fiend (Devil), Lawful Evil
CR14
18Armor Class
228Hit Points
40 ft.Speed
STR21+5
DEX14+2
CON18+4
INT18+4
WIS15+2
CHA18+4

Initiative. +7

Senses. Blindsight 120 ft.; Passive Perception 17

Immunities. Cold, Fire, Poison; Poisoned

Languages. Infernal; telepathy 120 ft.

Traits

Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes three Ice Spear attacks. It can replace

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Fiend
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Ice Devil [2/2]Large Fiend (Devil), Lawful Evil
CR14
18Armor Class
228Hit Points
40 ft.Speed
STR21+5
DEX14+2
CON18+4
INT18+4
WIS15+2
CHA18+4

Actions (cont.)

one attack with a Tail attack.

Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil’s hand immediately after a ranged attack.

Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage.

Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Fiend
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com

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Ice Devil — printable monster card

Large Fiend (Devil), Lawful Evil

  • CR 14
  • Fiend
  • Large

Full stat block

Armor Class
18
Hit Points
228
Initiative
+7
Speed
40 ft.
Senses
Blindsight 120 ft.; Passive Perception 17
Immunities
Cold, Fire, Poison; Poisoned
Languages
Infernal; telepathy 120 ft.
Challenge Rating
14 (11,500 XP)
Proficiency bonus
+5
Saving throw proficiencies
Dexterity, Constitution, Wisdom, Charisma
Skill proficiencies
Insight, Perception, Persuasion
Ability scores
STR DEX CON INT WIS CHA
21 +5 14 +2 18 +4 18 +4 15 +2 18 +4

Traits

Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack.

Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil’s hand immediately after a ranged attack.

Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage.

Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).

See also