Ice Devil · CR 14
Type: Fiend · Size: Large · Grade: Supreme (capacity 10,000 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Frigid Accursed Heart | Elemental (Water), Unique | High | 1,000 | Medicine or Survival 20 | light · 1 | Necrotic, Piercing | – |
| Mandibles | Creature Part | High | 1,000 | Medicine or Survival 20 | medium · 1 | Bludgeoning, Force, Thunder | – |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Killed outside an infernal realm
A devil slain anywhere else dissolves: only Infernal Ichor can be harvested (grade Supreme, DC 25). Tick Killed outside its home realm in the harvest tool.
Trait parts
Grade = the creature’s grade (Supreme), DC 25.
- Cryohide – from Cold
- Heatproof Hide – from Fire
- Detoxin – from Poison
- Night Eyes – from Darkvision
- Mindreach Matter – from Telepathy
- Barium Sanguine – from Magic Resistance
Part descriptions
Frigid Accursed Heart
A blue heart so cold it burns bare skin – said to hold an ice devil’s iron will.
Use: once a day, hold it to be immune to frightened and charmed for 1 hour. Afterwards make a DC 17 Wisdom save. Failure – until a long rest, disadvantage on Persuasion but advantage on Intimidation; and the devil’s soul gets a foothold in your mind.
Good for: cold damage or resistance (good fit), e.g. a staff of frost.
Devil-heart bond: each use raises the DC by 1 (max 22). Fail three times and the bond is permanent until broken by protection from evil and good – which turns the heart to ash.
Statblock
Ice Devil – SRD 5.2
Large Fiend, Lawful Evil
AC 18 · HP 228 (24d10 + 96) · Speed 40 ft.
Score Save Score Save STR 21 (+5) +5 INT 18 (+4) +4 DEX 14 (+2) +7 WIS 15 (+2) +7 CON 18 (+4) +9 CHA 18 (+4) +9 Skills Insight +7, Perception +7, Persuasion +9
Immunities Cold, Fire, Poison
Condition Immunities Poisoned
Senses Blindsight 120 ft.; Passive Perception 17
Languages Infernal; telepathy 120 ft.
CR 14 (XP 11,500; PB +5)
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
Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack.
Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 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. Hit or Miss: The spear magically returns to the devil’s hand immediately after a ranged attack.
Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage.
Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17). Level 8: Wall of Ice
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 182); SRD 5.1 (size) – part descriptions rewritten in our own words.