SRD5:Ice Devil

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D&D 5.0e SRD5 OGL CC-BY ʰ 

Ice Devil
Large Fiend  (Devils), Lawful Evil
Armor Class: 18 (natural armor)
Hit Points: 180 (19d10+76)
Speed: 40 ft.
Str Dex Con Int Wis Cha
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4)
Saving Throws: Dex +7, Con +9, Wis +7, Cha +9
Damage Resistances: bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered.
Damage Immunity: cold, fire, poison
Condition Immune: poisoned
Senses: blindsight 120 ft., darkvision 120 ft., passive perception 12
Languages: Infernal, telepathy 120 ft.
Challenge: 14 (11,500 xp)Proficiency Bonus (PB): +5

Features

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 5 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.

Sources


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  CC-BY
This is article is covered by the Creative Commons Attributed 4.0 license, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains CC-BY material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.

Monster data +

Ice Devil (Sort Text: Devil Ice 5e, Size: Large, Type: Fiend, Subtypes: Devil, Alignment: Lawful Evil, HP: 180, CR: 14, Features: Devil's Sight Magic Resistance Multiattack Bite Claws Tail Wall of Ice, Has Lair: No, NPC: No, Canon: Yes, Pointer: No, UA: No, User: No, Sources: SRD-OGL v5.1)

SRD-OGL v5.1 Contrigubtions +

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