Traits
Devil’s Sight: Magical Darkness does not impede the devil’s Darkvision.
Magic Resistance: The devil has an advantage on Saving Throws against the Spells and other magical Effects.
Actions
Multiattack: The devil can make three attacks: One with its bite and another one with its claws and the third 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 can magically forms a opaque wall of ice on the solid surface that it can see within 60 feet of it. Normally, the wall is 1 foot thick and it is up to 30 feet long, 10 feet high, or else it is a hemispherical dome up to 20 feet in the diameter.
So whenever the wall appears then each and every creature it its specific space has been pushed out of it by a shortest route. Basically, the creature would chose whatever the side of a specific wall to end up on, unless until the creature is incapacitated.
Of course the creature then make the DC 17 Dexterity saving throw and also taking taking 35 (10d6) cold damage on the failed save or else half as much damage on a successful one. Actually, the wall will be last for a specific minute or it might be until the devil is incapacitated or dies. The wall actually can be damaged and also breached; each of the 10-feet section has AC5, 30 Hit points, although the vulnerability to fire damage, and also immunity to acid cold, necrotic, poison, and also the psychic damage.
However if the section has been destroyed and then it will leave behind the sheet of frigid air in a specific space where the wall occupied. Whenever the creature finishes by moving via the figid air on a specific turn, it might be willingly or otherwise, the creature should make the DC17 Constitution saving throw, by taking 17 (5d6) cold damage on the failed save, or even half as much damage on the successful one. So the frigid air dissipates whenever the rest of the wall vanishes.
Attributes Of Ice Devil Monster
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 |
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
|