Devil, Ice Devil (Gelugon)

Large Outsider (Baatezu, Evil, Extraplanar, Lawful) — CR 13

Monster Manual v.3.5 (MM), p. 563.5
Hit Dice
14d8+84 (147 hp)
Initiative
+5
Speed
Land 40 ft
Armor Class
32, touch 14, flat-footed 27
Base Attack / Grapple
+14/+24
Attack
Spear +20 melee (2d6+9/x3 plus slow) or claw +19 melee (1d10+6)
Full Attack
Spear +20/+15/+10 melee (2d6+9/x3 plus slow) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow); or 2 claws +19 melee (1d10+6) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow)
STR
25
DEX
21
CON
23
INT
22
WIS
22
CHA
20
Fort / Ref / Will
+15 / +14 / +15
Challenge Rating
13
Alignment
Always Lawful-Evil
Organization
Solitary, team (2–4), squad (6–10), or troupe (1–2 ice devils, 7–12 bearded devils, and 1–4 bone devils)
Treasure
Standard coins; double goods; standard items
Environment
Nine Hells of Baator
Level Adjustment
Spell Resistance
25
Caster Level
13

Special Abilities

Fear AuraSlowSpell-Like AbilitiesSummon BaatezuDamage ReductionDarkvisionImmunity to FireImmunity to PoisonResistance to AcidResistance to ColdRegenerationSee in DarknessTelepathySpell Resistance

Feats

This creature looks like a tall, bipedal insect. It has clawed hands and feet, powerful mandibles, and a long, thick tail covered in razor-sharp spikes.

Description

The scourge of humanity and the cosmos, devils are fiends from the Nine Hells of Baator, a lawful evil realm. Devils enjoy bullying those weaker than themselves and often attack good creatures just to gain a trophy or three. The most powerful devils occupy themselves with plots to seize power, wreck civilizations, and inflict misery upon mortals.

Many devils are surrounded by a fear aura, which they use to break up powerful groups and defeat opponents piecemeal. Devils with spell-like abilities use their illusion abilities to delude and confuse foes as much as possible. A favorite trick is to create illusory reinforcements; enemies can never be entirely sure if a threat is only a figment or real summoned devils joining the fray.

The most numerous devils are the baatezu, infamous for their strength, evil temperament, and ruthlessly efficient organization. Baatezu have a rigid caste system, in which authority derives not only from power but also from station. They occupy themselves mainly with extending their influence throughout the planes by corrupting mortals. Baatezu who further this goal are usually rewarded with improved stations.

Ice devils, also called gelugons, serve almost exclusively as troop commanders. When found without their soldiers and minions, they display a savage brutality.

An ice devil is about 12 feet tall and weighs about 700 pounds.

Combat

An ice devil prefers to fight only when doing so serves its mission, but it never hesitates to attack when it deems a battle necessary—or likely to end in its victory.

An ice devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Fear Aura (Su): An ice devil can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 22 Will save or be affected as though by a fear spell (caster level 13th). A creature that successfully saves cannot be affected again by the same ice devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Slow (Su): A hit from an ice devil’s tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. The save DC is Constitution-based.

Spell-Like Abilities: At will—cone of cold (DC 20), fly, ice storm (DC 19), greater teleport (self plus 50 pounds of objects only), persistent image (DC 20), unholy aura (DC 23), wall of ice (DC 19). Caster level 13th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day an ice devil can attempt to summon 2d10 lemures or 1d6 bearded devils, 2d4 bone devils with a 50% chance of success, or another ice devil with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

Regeneration (Ex): An ice devil takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.