Large Fiend (Devil), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 750 (60d10 + 360)
Speed 40 ft., Fly 60 ft., Burrow 30 ft.
STR
26 (+8)
DEX
18 (+4)
CON
28 (+9)
INT
22 (+6)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +12, CON +17, WIS +12, CHA +13
Skills Intimidation +13, Perception +15
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Fire, Poison
Condition Immunities Charmed, Exhaustion, Paralyzed, Poisoned
Senses Blindsight 60 ft., Truesight 120 ft., Passive Perception 14
Languages All, Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If Baron Klendisk fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. Baron Klendisk's weapon attacks are magical.

Innate Spellcasting. Baron Klendisk's spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:

At will: detect magic, cone of cold, ice storm, detect magic, counterspell

3/day each: dispel magic, telekinesis, wall of ice

1/day each: dominate monster, teleport, prismatic spray

Actions

Multiattack. Baron Klendisk uses Freezing Touch if he can. He then makes three attacks: one with his bite, one with his claws, and one with his tail. Baron can also replace the claws and tail attacks with spear attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 8) piercing damage plus 14 (4d6) cold damage.

Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 8) slashing damage plus 14 (4d6) cold damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 8) bludgeoning damage plus 14 (4d6) cold damage.

Spear. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 8) piercing damage, or 24 ((2d12 + 8) piercing damage if used with two hands to make a melee attack, plus 14 (4d6) cold damage. If the target is a Huge or smaller creature, it is grappled (escape DC 21). Until this grapple ends, the Baron can’t use his spear on another target.

Freezing Touch (Recharge 5–6). Melee Spell Attack: +13 to hit, reach 10 ft., one creature. Hit: 45 (10d8) cold damage. The target must succeed on a DC 21 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wall of Ice (Recharge 6). Baron Klendisk magically forms an opaque wall of ice on a solid surface he can see within 120 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 21 Dexterity saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

The wall lasts for 1 minute or until Baron Klendisk is incapacitated or dies. The wall can be damaged and breached; each 10-­foot section has AC 10, 50 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 21 Constitution saving throw, taking 27 (6d8) 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.

Teleport. Baron Klendisk magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Reactions

Ice Armor. Baron Klendisk summons a protective barrier made of ice. He adds 5 to its AC against one melee attack that would hit him. The attacker must make a DC 20 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Baron Klendisk 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. He regains spent legendary actions at the start of his turn.

Attack. Baron Klendisk makes one spear attack.

Cast a Spell (Costs 2 Actions). Baron Klendisk casts a spell from his list of innate spells.

Frost Wave (Costs 3 Actions). Baron Klendisk releases a burst of icy energy in a 30-foot radius. Each creature in that area must make a DC 21 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw by 5 or more are restrained.
The target can repeat the saving throw at the end of each of its turns, ending the condition on a success.

Description

Baron Klendisk is the most powerful ice devil in service to Mephistopheles. He is responsible for the management of Cania and the supervision of his master's army. When not acting as an assistant to Mephistopheles during his usual research in hellfire weapons, Baron Klendisk prefers to travel to his lair in Stygia, which is a massive labyrinthine castle made entirely of ice. It is believed there are several fool-hardy mortals and devils frozen within its walls, as well as several magical artefacts collected over the millennia.

This is the custom-made stat block for the named ice devil in the Chain of Asmodeus module.

Lair and Lair Actions

 

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

  • Icy Spikes: Ice spikes erupt from the ground in a 20-foot radius centered on a point within the lair that Baron Klendisk can see. Each creature in that area must make a DC 21 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the next round.
  • Blizzard: A sudden blizzard sweeps through the lair, reducing visibility and hindering movement. The entire lair is considered lightly obscured, and all ground within it becomes difficult terrain. Ranged weapon attacks have disadvantage due to the swirling snow and ice. This effect lasts until the next round.
  • Freezing Fog: Baron Klendisk summons a dense, freezing fog in a 60-foot radius centered on a point he can see within his lair. The area is heavily obscured, and creatures that start their turn in the fog must make a DC 21 Constitution saving throw or take 14 (4d6) cold damage and have their speed reduced by 10 feet until the start of their next turn due to the numbing cold.
  • Glacial Shift: The ground within the lair trembles as the ice and earth reshape themselves. Baron Klendisk can rearrange the terrain within a 50-foot square area of his lair, creating difficult terrain, trenches up to 10 feet deep, or walls of ice up to 10 feet high. This rearrangement lasts until dispelled or until he uses this lair action again.

Previous Versions

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2/7/2024 4:14:59 PM
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Monster Tags: Devil

Habitat: Arctic

Franklynn3

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