Ice Devil

Large fiend, lawful evil

Armor Class 18 (natural armor)

Hit Points 228 (24d10 + 96)

Speed 40 ft., swim 20 ft., climb 20 ft.

str

21 (+5)

dex

14 (+2)

con

18 (+4)

int

18 (+4)

wis

15 (+2)

cha

18 (+4)

Saving Throws Dex +7, Con +9, Wis +7, Cha +9

Skills Insight +7, Perception +7, Persuasion +9

Damage Immunities cold, fire, poison

Condition Immunities poisoned

Senses blindsight 120 ft., passive Perception 17

Languages Infernal; telepathy 120 ft.

Challenge 14 (11,500 XP)

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.

Attack Summary

Ice Spear attackboth
+10 to hit|2d8+5 piercing+3d6 cold
Range: 5 ft. or 30/120 ft.
Tail attackmelee
+10 to hit|3d6+5 bludgeoning+4d8 cold
Range: 10 ft.