Ice Devil

Large Fiend (Devil), Lawful Evil

Armor Class 18   Initiative +7 (17)   Hit Points 228 (24d10 + 96)   Speed 40 ft.

STR21 (+5)
DEX14 (+2)
CON18 (+4)
INT18 (+4)
WIS15 (+2)
CHA18 (+4)

Saving Throws Str +5, Dex +7, Con +9, Int +4, Wis +7, Cha +9

Skills Insight +7, Perception +7, Persuasion +9

Damage Immunities Cold, Fire, Poison; Poisoned

Senses Blindsight 120 ft.; Passive Perception 17

Languages Infernal; telepathy 120 ft.

Challenge Rating 14

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).

Use the Ice Devil in your game
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