Gelugon - Ice Devil by Ogre-Mask
Gelugon (Ice Devil)
Large fiend (devil), lawful evil
Armor Class 19 (natural armor)
Hit Points 199 (21d10 + 84; bloodied 99)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
21 (+5) | 14 (+2) | 19 (+4) | 18 (+4) | 16 (+3) | 18 (+4) |
Savings Throws Dex +7, Con +9, Wis +8, Cha +9
Skills Athletics +10, Perception +8
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 18
Languages Infernal, telepathy 120 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The gelugon has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the gelugon has disadvantage on the attack roll.
Magic Weapons. The gelugon wields a magical spear. The spear melts into a puddle of water if the gelugon dies or is banished to different plane.
Maneuvers (1/Turn): When the gelugon makes a melee weapon attack, it can choose to use one of maneuvers below:
- Push. When the gelugon hits a creature with a melee weapon attack it can attempt to push it back. The gelugon adds 5 (1d10) to the attacks damage and the target must make a DC 18 Strength saving throw or be pushed up to 10 feet away.
- Trip. When the gelugon hits a creature with a melee weapon attack, it causes an additional 5 (1d10) weapon type damage, and if the target is Large or smaller it must make a DC 18 Strength saving throw or be knocked prone.
ACTIONS
Multiattack. The gelugon makes two melee attacks.
Ice Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 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: +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. If the gelugon hits the same target with two claw attacks on the same turn, the target is also grappled.
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 gelugon 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.
Innate Spellcasting. The gelugon can innately cast the following spells, requiring no material components.
3/day:
detect magic, see invisibility
2/day:
fly, polymorph (self only)
Summon Devils (1/day). The gelugon can summon one of the following types of devilss: 1d6 bearded devils, 1d3 white abishai, or (60% chance of success) one ice devil.
BONUS ACTIONS
Quick Tail. The gelugon can make a tail attack on a prone or incapacitated target.
REACTIONS
Bite. If a creature ends its turn grappled by the gelugon, the gelugon makes a bite attack with advantage targeting the grappled creature.