Large Fiend (Devil), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 157 (16d10 + 75)
Speed 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
20 (+5)
INT
14 (+2)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws CON +8, WIS +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 12
Languages Common, Infernal
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

Shadow Step. When the devil is in dim light or darkness, as a bonus action it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

Shadow Meld. While in dim light or darkness, the devil can use its action to become invisible.

 

Actions

Multiattack. The devil makes two attacks with its spear.

Ice Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) cold damage.

Reactions

Ice Spawn.  The first time each turn Black Ice takes any bludgeoning, piercing, or slashing damage, 1d4 Ice Mephits form from ice that breaks off from his body.

Legendary Actions

Lights Out (1st round action). Black Ice plunges the room he is in into magical darkness.  The ability lasts for 3 rounds.

Frozen Dark (2nd round action).  Any area affected by Black Ice's Lights Out ability becomes ice cold.  Any of the demon's enemies in the darkness have their movement reduced by 10' and cannot take reactions.

Chill of the Grave(3rd round action).  Any Ice Mephits in the area affected by Black Ice's Lights Out ability come back to life with 10 hp.

Monster Tags: Devil

skektech

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