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Diavolo del Gelo: differenze tra le versioni

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Reimport Monsters: Ice Devil (formattato)
Traduzione mostri: Ice Devil
Riga 1: Riga 1:
=== Ice Devil ===
=== Ice Diavolo ===
''Large fiend (devil), lawful evil''
''Large fiend (devil), lawful evil''


'''Armor Class''' 18 (natural armor)
'''[[:Categoria:Classi|classe]] Armatura''' 18 (natural armor)


'''Hit Points''' 180 (19d10+76)
'''Punti Ferita''' 180 (19d10+76)


'''Speed''' 40 ft.
'''Velocità''' 40 ft.


{| class="wikitable"
| STR     | DEX     | CON     | INT     | WIS     | CHA     |
! STR
|---------|---------|---------|---------|---------|---------|
| DEX
| 21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 18 (+4) |
| CON
| INT
| WIS
| CHA
! ---------
| ---------
| ---------
| ---------
| ---------
| ---------
! 21 (+5)
| 14 (+2)
| 18 (+4)
| 18 (+4)
| 15 (+2)
| 18 (+4)
|}


'''Saving Throws''' Dex +7, Con +9, Wis +7, Cha +9
'''Tiri Salvezza''' Dex +7, Con +9, Wis +7, Cha +9


'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
'''Danno Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered


'''Damage Immunities''' cold, fire, poison
'''Danno Immunities''' cold, fire, poison


'''Condition Immunities''' poisoned
'''Condition Immunities''' poisoned


'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 12
'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Percezione 12


'''Languages''' Infernal, telepathy 120 ft.
'''Linguaggi''' Infernal, telepathy 120 ft.


'''Challenge''' 14 (11,500 XP)
'''Challenge''' 14 (11,500 XP)


****'''Devil's Sight'''**'''. Magical darkness doesn't impede the devil's darkvision.
'''''Diavolo'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.
'''''Magic Resistenza'''''. The devil has advantage on saving throws against spells and other magical effects.


###### Actions
###### Actions


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


'''**'''Bite'''**'''. ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d6+5) piercing damage plus 10 (3d6) cold damage.
'''''Bite'''''. ''Arma da Mischia Attacco:'' +10 to hit, reach 5 ft., one target. ''Colpito:'' 12 (2d6+5) piercing damage plus 10 (3d6) cold damage.


'''**'''Claws.'''**''' ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d4+5) slashing damage plus 10 (3d6) cold damage.
'''''Claws.''''' ''Arma da Mischia Attacco:'' +10 to hit, reach 5 ft., one target. ''Colpito:'' 10 (2d4+5) slashing damage plus 10 (3d6) cold damage.


'''**'''Tail'''**'''. ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage.
'''''Tail'''''. ''Arma da Mischia Attacco:'' +10 to hit, reach 10 ft., one target. ''Colpito:'' 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage.


'''**'''Wall of Ice (Recharge 6)'''****. 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.
'''''Wall of Ice (Recharge 6)'''''. 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.
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 Destrezza 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.
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 Costituzione 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.


{{Licenza|versione=5.1}}
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]
<!-- Originale: Ice Devil -->

Versione delle 15:00, 3 lug 2026

Ice Diavolo

Large fiend (devil), lawful evil

classe Armatura 18 (natural armor)

Punti Ferita 180 (19d10+76)

Velocità 40 ft.

| STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 18 (+4) |

Tiri Salvezza Dex +7, Con +9, Wis +7, Cha +9

Danno Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Danno Immunities cold, fire, poison

Condition Immunities poisoned

Senses blindsight 60 ft., darkvision 120 ft., passive Percezione 12

Linguaggi Infernal, telepathy 120 ft.

Challenge 14 (11,500 XP)

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

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

            1. Actions

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

Bite. Arma da Mischia Attacco: +10 to hit, reach 5 ft., one target. Colpito: 12 (2d6+5) piercing damage plus 10 (3d6) cold damage.

Claws. Arma da Mischia Attacco: +10 to hit, reach 5 ft., one target. Colpito: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage.

Tail. Arma da Mischia Attacco: +10 to hit, reach 10 ft., one target. Colpito: 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice (Recharge 6). 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 Destrezza 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 Costituzione 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.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.