Large Fiend
Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 40 ft.
STR
21 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +7, CON +9, WIS +7, CHA +9
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 12
Languages Infernal, Telepathy 120 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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

Ice Walk. The devil can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Legendary Resistance (3/Day). If the devil fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The devil makes two attacks: one with its spear and one with its claws. Alternatively, the devil makes three attacks: one with its bite and two with its claws.

Ice Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can’t take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 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.

Will of Winter (Recharge 5–6). The devil creates one of the following magical effects.

Wall of Ice. 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.

Cone of Cold. The devil summons an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The devil can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The devil regains spent legendary actions at the start of its turn.

Move. The devil moves up to its speed without provoking opportunity attacks.

Claw. The devil makes one claw attack.

Ice Spear (Costs 2 Actions). The devil makes one attack with its Ice Spear.

Lair and Lair Actions

A Krampus' Lair

Krampus' innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by his presence. Krampus can often detect intruders by the way the keening wind in its lair changes tone.

Lair Actions

On initiative count 20 (losing initiative ties), the devil takes a lair action to cause one of the following effects; the devil can’t use the same effect two rounds in a row:

  • Freezing fog fills a 20-foot-radius sphere centered on a point the devil can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the devil uses this lair action again or until the devil dies.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the devil can see within 120 feet of it. The devil makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • The devil creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the devil uses this lair action again or when the devil dies.

Regional Effects

The region containing Krampus' lair is warped by the devil's magic, which creates one or more of the following effects:

  • Chilly fog lightly obscures the land within 6 miles of the devil's lair.
  • Freezing precipitation falls within 6 miles of the devil's lair, sometimes forming blizzard conditions when the devil is at rest.
  • Icy walls block off areas in the devil's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
    If the devil wishes to move through a wall, it can do so without slowing down. The portion of the wall the devil moves through is destroyed, however.

If the devil dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

Xyrlian

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