Large Fiend (Devil), Lawful Evil
Armor Class 20 (natural armor)
Hit Points 199 (21d10 + 84)
Speed 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
22 (+6)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +8, INT +12, WIS +10, CHA +10
Skills Arcana +12, Investigation +12, Medicine +10, Perception +10, Religion +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Fire, Poison
Condition Immunities Charmed, Petrified, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 19
Languages Abyssal, Celestial, Common, Draconic, Infernal, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

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

Magic Weapons. Kurek's weapon attacks are magical.

Innate Spellcasting. Kurek's spellcasting ability is Intelligence (spell save DC 20, and has a +12 to hit with spell attacks):). Kurek can innately cast the following spells, requiring no material components:

At will: detect magic, armor of agathys (5th level version), ice knife (3rd level version), darkness

3/Day Each: hunger of hadar, ice storm, fire shield, investiture of ice

1/day Each: cone of cold, freezing sphere

Actions

Multiattack. Kurek makes two attacks: one with its spear and one with its tail. Commander Kurek can substitute any one of his attacks with a bite, claw, or second Ice spear attack. Kurek can also substitute melee attacks for one or two Hoarfrost Burst attacks.

Hoarfrost Spine. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 19 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: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 10 (3d6) cold damage.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage plus 10 (3d6) cold damage.

Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 10 (3d6) cold damage.

Hoarfrost Burst. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 27 (4d10 + 6) cold damage.

Wall of Ice (Recharge 6). Kurek 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 60 feet long and 20 feet high, or it's a hemispherical dome up to 40 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 20 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. If Kurek maintains concentration on the wall for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when Kurek uses an action to do so. The wall can be damaged and breached; each 10-­foot section has AC 20, 40 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 20 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.

Description

Commander Kurek is an Ice Devil of exceptional skill. He has worked closely with Asmodeus's top generals and has refused to become promoted to a pit fiend. He seeks to tirelessly fight battles for Asmodeus and shows how relentless he can be. He has even defeated several devas throughout his time in service to Asmodeus, earning him the title "The Deva Scourge".

As a reward for exemplifying what every Ice Devil should aspire to be, Asmodeus allowed Commander Kurek to study from the archives of Cania, much to the displeasure of Mephistopheles. This knowledge has served Commander Kurek well as he has become a master of ice magic and constructed a powerful icy spear known as the Hoarfrost Spine.

When Commander Kurek serves under another he will constantly remind the superior that he will not follow weakness. Many pit fiends have come to fear Kurek, despite being his superior and there have even been moments where the Commander was in a higher ranked than some pit fiends themselves. Such is the reputation of the ruthlessness and tact of Commander Kurek.

Monster Tags: Devil

Itchywenus

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