Large fiend (devil), Lawful Evil
| Armor Class | 18 (natural armor) |
|---|---|
| Hit Points | 180 (19d10 + 76) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 18 (+4) |
| Saving Throws | Cha +9, Con +9, Dex +7, Wis +7 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | fire; poison; cold |
| Condition Immunities | poisoned |
| Senses | blindsight 60 ft., darkvision 120 ft., passive Perception 12 |
| Languages | Infernal, telepathy 120 ft. |
| Challenge | 14 |
Magical darkness doesn't impede the devil's darkvision.
The devil has advantage on saving throws against spells and other magical effects.
The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
Melee Attack Roll: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
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.
Large fiend (devil), Lawful Evil
| Armor Class | 18 |
|---|---|
| Hit Points | 228 (24d10 + 96) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 18 (+4) |
| Saving Throws | Cha +9, Con +9, Dex +7, Wis +7 |
|---|---|
| Skills | Insight +7, Perception +7, Persuasion +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | cold; fire; poison |
| Condition Immunities | poisoned |
| Senses | Blindsight 120 ft., passive Perception 17 |
| Languages | Infernal; telepathy 120 ft. |
| Challenge | 14 |
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.
The devil has Advantage on saving throws against spells and other magical effects.
The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack.
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.
Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage.
The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).