Ice Devil - DnD 5e stats

Ice Devil

  • AC: 18 (Natural Armor)
  • Alignment: Lawful Evil
  • CHA: 18
  • CON: 18
  • Challenge Rating: 14
  • Condition Immunities: Poisoned
  • DEX: 14
  • HP: 180 (19d10+76)
  • INT: 18
  • Immunities: Cold, Fire, Poison
  • Languages: Infernal, Telepathy 120 Ft.
  • Passive Perception: 12
  • Resistances: Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered
  • Roll 0: Bite 1d20 + 10 2d6+5+3d6
  • Roll 1: Claws 1d20 + 10 2d4+5+3d6
  • Roll 2: Tail 1d20 + 10 2d6+5+3d6
  • STR: 21
  • Saving Throws: Dex +7, Con +9, Wis +7, Cha +9
  • Senses: Blindsight 60 Ft., Darkvision 120 Ft.
  • Size: Large
  • Speed: 40 ft.
  • Type: fiend (devil)
  • WIS: 15

Traits

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 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice: 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.


The SendingStone review

The Ice Devil is a formidable opponent with high stats and a Challenge Rating of 14. Its natural armor and immunity to poison make it even more difficult to defeat. Its high charisma and intelligence make it a cunning adversary capable of controlling lesser creatures. While its attacks may not deal the most damage, its ability to create ice walls and call upon other devils for assistance make it a strategic and dangerous foe. Overall, the Ice Devil is a strong addition to any campaign and a worthy adversary for experienced players.


Ice Devil is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Ice Devil Pathfinder edition. Want to use Ice Devil in a VTT (virtual tabletop)? Try out SendingStone for free today!


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