Ice Devil SpearLarge fiend (devil)
- 14 (11,500 XP)
Dashing Strike. If the ice devil spear uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
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.
Multiattack. The devil makes two attacks: one with its spear and one with its tail.
Ice Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 1.5 m. or range 9/35 m. Hit: 14 (2d8 + 5) piercing damage, or 16 (2d10 + 5) piercing damage if used with two hands to make a melee attack, plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Fortitude saving throw, or for 1 minute, its speed is reduced by 3 meters; it can take either an action or a bonus action on each of its turns, not both; and it can’t take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bite. Melee Weapon Attack: +10 to hit, reach 1.5 m. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
Claws. Melee Weapon Attack: +10 to hit, reach 1.5 m. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
Tail. Melee Weapon Attack: +10 to hit, reach 3 m. 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 18 meters of it. The wall is 30 centimeters thick and up to 9 meters long and 3 meters high, or it’s a hemispherical dome up to 6 meters 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 Reflex 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 3-meters section has 5 Defense, 30 Health, 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 Fortitude 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.