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Ice DevilCR 14 · Large Fiend · Stat Block & Encounter Builder

Large fiend, Challenge 14. AC 18, 180 hit points.

Armour Class
18
Hit Points
180
Speed
40 ft.
Challenge
14 · 11,500 XP
Alignment
Lawful Evil

The card

Stat Block

Large Fiend · Lawful Evil

Ice Devil

AC
18
HP
180
CR
14

19d10 + 76 · 40 ft. · AC from natural armor

Blindsight 60 ft., Darkvision 120 ft., passive Perception 12

Languages: Infernal, telepathy 120 ft.

STRDEXCONINTWISCHA
21 (+5)14 (+2)18 (+4)18 (+4)15 (+2)18 (+4)

Traits

Damage ResistancesBludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage ImmunitiesFire, poison
Condition ImmunitiesPoisoned
Devil's SightMagical darkness doesn't impede the devil's darkvision.
Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.

Actions

MultiattackThe devil makes three attacks: one with its bite, one with its claws, and one with its tail.
BiteMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
ClawsMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
TailMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
Wall of IceThe 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.

How to actually run it

Tactics

The stat block tells you what it can do. This tells you what to do with it.

1Multiattack: The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

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Encounter Difficulty

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How bad is this fight?

Real DMG maths — XP thresholds by level, and the group multiplier that makes crowds so much worse than the raw total suggests.

Could kill someone — and at high enough numbers, the whole party.

Difficulty

Deadly

92,000 adj. XP · ×2

deadly at 1,600

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Counsel

Ice Devil, Answered

What is Ice Devil's challenge rating in D&D 5e?

Ice Devil is Challenge 14, worth 11,500 XP. Encounter maths multiplies XP by the number of monsters, so a group is deadlier than the raw total — use the calculator on this page.

What are Ice Devil's stats?

AC 18 (natural armor), 180 hit points (19d10 + 76), speed 40 ft.. Ability scores: STR 21, DEX 14, CON 18, INT 18, WIS 15, CHA 18.

What is Ice Devil resistant to?

Ice Devil is immune to fire and poison damage, and resistant to bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered. Pick a damage type it does not shrug off.

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