Combat Statistics
CR 14
Challenge Rating
11,500 XP
18
Armor Class
180
Hit Points
(19d10)
Speed: {"walk":40} ft.
Strength
21
(+5)
Dexterity
14
(+2)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
18
(+4)
Intelligence
18
(+4)
Wisdom
15
(+2)
Charisma
18
(+4)
Damage Resistances: ["bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"]
Damage Immunities: ["fire", "poison"]
Condition Immunities: [{"index":"poisoned", "name":"Poisoned", "url":"/api/2014/conditions/poisoned"}]
Senses:
Blindsight 60 ft.,
Darkvision 120 ft.,
Passive Perception 12 ft.
passive Perception 12
Languages: ["Infernal", "telepathy 120 ft."]
Proficiency Bonus: +5
Special Abilities
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
The devil magically forms an opaque wall of ice on a solid surface it can see within 60 ft. of it. The wall is 1 foot thick and up to 30 ft. long and 10 ft. high, or it's a hemispherical dome up to 20 ft. 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.
Quick Reference
Type: Fiend
Size: Large
Alignment: lawful evil
Environment: Any
DM Tools
💰 Loot Generator
CR 14 | Challenge Rating: 14
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