Small Fiend (Devil), Lawful Evil
Armor Class 15 (natural armor)
Hit Points 25 (6d10)
Speed 40 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
18 (+4)
WIS
8 (-1)
CHA
18 (+4)
Saving Throws DEX +3, CON +4, CHA +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Fire, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 10
Languages Infernal, Telepathy 120 ft.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Actions

Multiattack. The knight makes two attacks: one with its lance, one with its claws (buckler), or one throwing attack.

Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage. When traveling at twice the wielders movement speed this lance deals double damage.

Claws (Buckler). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 2) slashing damage.

Snowball. Ranged Weapon Attack: +6 to hit, reach 60 ft., one target. Hit: 6 (1d4 + 2) bludgeoning damage plus 2 (1d4) 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 15 Dexterity saving throw, taking 10 (3d6) 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 15 Constitution saving throw, taking 10 (3d6) 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

A lesser version of its cousin, the Ice Devil, a Snow Devil makes its home anywhere there is, in abundance, cold and negative energy. These creatures take on many different forms to mimic their surroundings but all appear imp-like in design. They are often mistaken for yeti or snow - fey.

Snow Devils are playful in nature and are more likely to pull pranks than directly harm travelers. Some examples include, but are not limited to, making paths leading in circles, the occasional snowball to the head, and theft of children.

The Knight variant of this monster boasts a higher armor class with a shield in one hand and lance in the other. Snow Devil Knights are rare, they are only found when large coalitions of Snow Devils are formed and when enough time has passed for that coalition to collect weapons and armor. Snow Devil Knights are the best of the best of Snow Devils.

Lair and Lair Actions

Snow Devils oft make their dens in characteristically un-structurally sound warrens. Using sticks and branches to hold up snow roofs and making igloos out of rocks and ice, they are prone to collapse at any brush of the wall.

Characters must make a DC 5 Dexterity saving throw per action in a snow devil warren just to avoid its collapse. Snow Devils can take a lair action to collapse the warren themselves by taking two full-round actions to destroy the ramshackle supports.

Previous Versions

Name Date Modified Views Adds Version Actions
4/24/2020 12:59:39 AM
11
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Coming Soon

Monster Tags: Devil

KIX9

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