# Ice Devil

*Large* *Fiend*

- **Armor Class:** 18
- **Hit Points:** 180 (19d10+76)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 12 (8,400 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 84

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 20 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 16 (+3) | 18 (+4) |

- **Saving Throws**: Dex +6, Con +8, Wis +7, Cha +8
- **Skills:** 
- **Damage Immunities:** cold, fire, poison
- **Damage Resistances:** damage from nonmagical, non-silvered weapons
- **Condition Immunities:** poisoned
- **Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 13
- **Languages:** Infernal, telepathy 120 ft.

### Special Abilities

- **Devils Sight:** The devils darkvision penetrates magical darkness.
- **Lawful Evil:** The devil radiates a Lawful and Evil aura.
- **Magic Resistance:** The devil has advantage on saving throws against spells and magical effects.

### Actions

- **Multiattack:** The devil makes one bite attack and one claws attack.
- **Bite:** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) cold damage.
- **Claws:** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 7 (2d6) cold damage.
- **Spear:** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature  it makes a DC 16 Constitution saving throw  becoming slowed for 1 minute on a failure. The target repeats the saving throw at the end of each of its turns  ending the effect on a success.
- **Ice Wall (1/Day):** The devil magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat  1 foot thick  and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12  30 hit points  vulnerability to fire damage  and immunity to cold  necrotic  poison  and psychic damage.
- **If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (creatures choice):** The creature then makes a DC 16 Dexterity saving throw  taking 49 (14d6) cold damage on a successful save or half damage on a success.

### Bonus Actions

- **Tail:** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage plus 7 (2d6) cold damage.

### Reactions

- **Freezing Blood (1/Day):** When a creature within 60 feet that the devil can see hits it with a ranged attack or includes it in a spells area, the creature makes a DC 16 Constitution saving throw. On a failure, the creature takes 10 (3d6) cold damage and is slowed until the end of its next turn.


