Kassoon

Ice Devil

Ice Devil

Large fiend (devil), Lawful EvilLarge fiend (devil), Lawful Evil
Armor Class 18 (natural armor)18 (natural armor)
Hit Points 180 (19d10+76)180 ([19d10+76])
+/-/*

Speed 40 ft.40 ft.

STR
21 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)

Token URL:
Saving Throws Dex +7, Con +9, Wis +7, Cha +9 Dex [+7], Con [+9], Wis [+7], Cha [+9]
Skills
Damage Vulnerabilities
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison, cold
Condition Immunities poisoned poisoned
Senses darkvision 120 ft., blindsight 60 ft., passive Perception 12darkvision 120 ft., blindsight 60 ft., passive Perception 12
Languages Infernal, telepathy 120 ft.Infernal, telepathy 120 ft.
PB +5
Challenge 14 (11,500 XP)

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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.

[b]Devil's Sight.[/b] Magical darkness doesn't impede the devil's darkvision. [b]Magic Resistance.[/b] 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 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice (Recharge d6: 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.

[b]Multiattack.[/b] The devil makes three attacks: one with its bite, one with its claws, and one with its tail. [b]Bite.[/b] Melee Weapon Attack: [+10] to hit, reach 5 ft., one target. Hit: 12 ([2d6 + 5]) piercing damage plus 10 ([3d6]) cold damage. [b]Claws.[/b] Melee Weapon Attack: [+10] to hit, reach 5 ft., one target. Hit: 10 ([2d4 + 5]) slashing damage plus 10 ([3d6]) cold damage. [b]Tail.[/b] Melee Weapon Attack: [+10] to hit, reach 10 ft., one target. Hit: 12 ([2d6 + 5]) bludgeoning damage plus 10 ([3d6]) cold damage. [b]Wall of Ice (Recharge [d6]: 6).[/b] 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.

Legendary Actions

 

Details

 
Source Monster Manual pg 75
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
l/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10lll-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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