Ice Devil

- Size: Large
- Type: Fiend (Devil)
- Alignment: Lawful Evil
- AC: 18
- Initiative: +7 (17)
- HP: 228 (24d10 + 96)
- Speed: 40 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 14 | +2 | +7 |
| CON | 18 | +4 | +4 |
| INT | 18 | +4 | +4 |
| WIS | 15 | +2 | +7 |
| CHA | 18 | +4 | +4 |
- Skills: Insight +7, Perception +7, Persuasion +9
- Immunities: Cold, Fire, Poison; Poisoned
- Senses: Blindsight 120 ft.; Passive Perception 17
- Languages: Infernal; telepathy 120 ft.
- CR: 14 (XP 11,500; PB +5)
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).
Lore & Background
Ice devils, also known as gelugons, are among the most feared and calculating of all devils. These towering fiends embody the cruel precision of absolute cold, both in temperature and emotion. They serve as generals and enforcers in the infernal hierarchy, commanding lesser devils with ruthless efficiency while pursuing the corruption of mortal souls with methodical patience.
These creatures are master tacticians who prefer to observe and plan before striking. Ice devils take particular pleasure in slowly breaking down their enemies' resolve through psychological warfare and strategic manipulation.
Combat Tactics
Ice devils combine physical prowess with devastating spell-like abilities, using their ice magic to control the battlefield while striking with their deadly spears. They prefer to weaken enemies with cold damage before closing for melee combat, using their immunity to cold to fight in environments that would be lethal to their opponents.
Encounter Ideas
Frozen Fortress: An ice devil commands a fortress of ice in a perpetually frozen wasteland. Infernal Contract: An ice devil negotiates complex deals that damn souls to the Nine Hells. Cold War: An ice devil leads an invasion force against fire-based enemies. Arctic Corruption: An ice devil spreads infernal influence through a northern kingdom.
Environmental Effects
Ice devil presence causes temperatures to plummet dramatically. Water freezes instantly, and the very air becomes painful to breathe. Their domains become landscapes of eternal winter and despair.
Treasure
Ice devils possess weapons and armor forged from infernal ice, contracts written in frozen blood, and treasures that remain perpetually cold. They particularly value items that can spread cold or enhance their infernal powers.
Plot Hooks
The Frozen Contract: An ice devil offers power in exchange for souls, with terms hidden in layers of legal complexity. Eternal Winter: An ice devil's presence threatens to plunge a region into permanent winter. Devil's Gambit: An ice devil challenges heroes to a contest of strategy and wit. Infernal Alliance: An ice devil seeks mortal agents to advance its schemes in the Material Plane.