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Versione delle 23:46, 9 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
Immunità alle Condizioni poisoned
Sensi blindsight 60 ft., darkvision 120 ft., passive Percezione 12
Linguaggi Infernal, telepathy 120 ft.
Grado di Sfida 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.
- 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.