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Monsters · 5E (2014), совместимо

Ice Devil

Ледяной дьявол

Type
Fiend
Size
Large
Alignment
Lawful Evil
AC
18
Hit points
180
Hit point formula
19d10+76
Speed
40 ft
Senses
Blindsight 60 ft, Darkvision 120 ft, Passive Perception 12
Challenge
14
Resistances
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Immunities
Fire, Poison
Condition immunities
Poisoned
Languages
Infernal, telepathy 120 ft.
Reference entry

Description

Large Fiend, Lawful Evil. CR 14 (11500 XP).

Характеристики

Сила
21
Ловкость
14
Телосложение
18
Интеллект
18
Мудрость
15
Харизма
18

Действия

5

Multiattack

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

Bite

Attack bonus
10
Damage
2d6+5 колющий + 3d6 холод

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

Claws

Attack bonus
10
Damage
2d4+5 рубящий + 3d6 холод

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

Tail

Attack bonus
10
Damage
2d6+5 дробящий + 3d6 холод

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 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.

Особые черты

2

Devil's Sight

Magical darkness doesn't impede the devil's darkvision.

Magic Resistance

The devil has advantage on saving throws against spells and other magical effects.