Ice Devil icon: a horned devil’s face
Icon by Delapouite, CC BY 3.0

Ice Devil 5e stat block

Large fiend (devil), lawful evil · CR 14 · 2024 stat block below

Armor Class
18 (natural armor)
Hit Points
180 (19d10+76)
Speed
40 ft.
Challenge
14 (11,500 XP)
Proficiency bonus
+5
STRDEXCONINTWISCHA
21 (+5)14 (+2)18 (+4)18 (+4)15 (+2)18 (+4)
Saving throws
Dex +7, Con +9, Wis +7, Cha +9
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 12
Languages
Infernal, telepathy 120 ft.

Traits

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

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

Actions

Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

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.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) 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 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.

How many ice devils for a fight?

An ice devil is worth 11,500 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many ice devils fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
10th——1
11th—11
12th—11
13th—11
14th112
15th112
16th123
17th124
18th134
19th135
20th247

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

Ice Devil 2024 stat block

The 2024 Monster Manual revised the ice devil, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
18
Hit Points
228 (24d10 + 96)
Speed
40 ft.
Challenge
14 (11,500 XP)
STRDEXCONINTWISCHA
21 (+5)14 (+2)18 (+4)18 (+4)15 (+2)18 (+4)
Damage immunities
cold, fire, poison
Condition immunities
Poisoned
Senses
blindsight 120 ft., passive Perception 17
Languages
Infernal; telepathy 120 ft.

Traits

Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

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

Actions

Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack.

Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil’s hand immediately after a ranged attack.

Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage.

Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).

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