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Ice Devil

AC 18, 228 HP large fiend with +10 melee attacks. Ice Spear (2d8+5 piercing plus 3d6 cold) paralyzes targets' bonus actions and reactions while halving their speed; Tail (3d6+5 blu...

Ice Devil. Large fiend, lawful evil.

Languages: Infernal; telepathy 120 ft.

Traits: Diabolical Restoration; Magic Resistance

Large fiend · lawful evil

AC 18 · HP 228 · Speed 40 ft., swim 20 ft., climb 20 ft. · Initiative +7

STRDEXCONINTWISCHA
Score211418181518
Mod+5+2+4+4+2+4
Save+5+7+9+4+7+9

Skills Insight +7, Perception +7, Persuasion +9 · Senses blindsight 120 ft., passive Perception 17 · Challenge 14 (PB +5)

Immunities Cold, Fire, Poison · Condition Immunities Poisoned

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

Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. 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. HitomThe spear magically returns to the devil's hand immediately after a ranged attack.

Ice Wall. The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17). - **At Will:**

Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack.

Tail. Melee Attack Roll: +10, reach 10 ft. 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage.