Reimagining SRD Fiends: The Ice Devil

Herein are gathered all the threads about those creatures that stalk our nightmares and against whom are characters must battle!
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Reimagining SRD Fiends: The Ice Devil

Post by KaiserKris »

The creature before you is utterly alien, lacking the familiar horns and tail of most devils, resembling a giant preying mantis more than anything. It tilts its head towards you, looking vaguely annoyed that you have disrupted its plans. You do not hear its indignant noise with your ears so much as perceive it in your mind. The ice devil points its staff at you, directing a beam of powerful cold energy towards you.

Ice Devil:
No. Encountered: 1-2
Size: Large
HP: 132 (13d10+39)
Move: 30 (walk), 100 (shift)
AC: 23
Attacks: 2x Claws (2d4) or 2x Frost Spear +1 (2d6+1)
Special: Devilish Attributes, Hivemind, Immunities, Mastery of Ice, Psionic Abilities, Reach, Shifting, Strategic Maneuvering, Summoning, Touch of Frost
Primes: Constitution, Intelligence, Wisdom
Int: Supra-Genius (22)
Alignment: Lawful Evil
Type: Extraplanar (devil)
Treasure: Frost Spear +1
XP: 9400 + 13

Special Abilities:
Devilish Attributes: Like all true devils, Ice Devils have the ability to assume the shape of a humanoid creature, disguising their infernal nature and alignments. Attempts to magically detect alignment must make a successful Wisdom check at 18 + 13 or roll a natural 20. True seeing will punch through this disguise, however. Ice Devils do not speak, as they lack the correct anatomy, but they can telepathically communicate in any language with creatures. Unless the Ice Devil wishes otherwise, creatures will perceive the thoughts of an Ice Devil in their own language.

Hivemind: Ice Devils are capable of communicating with each other telepathically instantaneously, and regardless of geographical or planar location. This telepathy cannot be intercepted by any magic, unless the individual knows the unique Ice Devil mindspeak. It also grants an Ice Devil a +4 bonus to all Intelligence checks to test Knowledge.

Immunities: +2 or greater magical weapons, or weapons that are made of silver or good-aligned are required to damage the Ice Devil. Ice Devils are immune to fire, cold, poison, and all mind-affecting spells and illusions.

Mastery of Ice: Ice Devils are masters of ice, and can intercept all ice-based attacks used against them and reflect them back at their opponents. Ice Devils can also cast cone of cold, wall of ice, sleet storm and ice storm at will.

Psionic Abilities: Ice Devils possess constant true sight and can detect thoughts on one intelligent creature as a free action per round. Ice Devils can also cast mirror image and charm person at will. Ice Devils can cast telekinesis and suggestion once per day.

Reach: The Ice Devil’s frost spear is a reach weapon, and can reach enemies ten feet away.

Shifting: The Ice Devil has the ability to teleport, as a move action, up to 100 feet in a round.

Strategic Maneuvering: As a standard action, the Ice Devil can teleport any one of its allies within sight to any location within 50 feet of the Ice Devil. The Ice Devil is also capable of swapping its location with that of any one of its allies using this power.

Summoning: The Ice Devil can summon 1d4 bearded devils or 1 bone devil or erinyes one per day.

Touch of Frost: Anyone who is hit with the ice devil’s frost spear suffers 1d4 additional cold damage and must make a Constitution save or suffer 1d4 Dexterity damage.

Though Hell is full of strange and terrible creatures, the Ice Devils are probably the most alien-seeming. Firstly, Hell is typically considered to be a uniformly hot place and creatures known for their control over the forces of cold would seem to be an odd fit. Secondly, most devils have recognizable features, such as horns and prehensile tails, neither of which the Ice Devil possesses, their physical form being more insectoid than anything else.

However, for all of the odd appearance of the Ice Devils, they are one of the most powerful and respected forms of devil, famous for their vastly developed intellects and well-developed psionic abilities. Though their control over the forces of cold is a formidable power, the ability of the ice devils to pool their knowledge and manipulate their enemies, their allies and even the very battlefield with the power of their minds make them even more powerful enemies.

Gelugons have a singular loathing for the presence of mortals, regarding them as hopelessly stupid creatures with no sense of the ‘big picture’. Being the keepers of knowledge and logisticians of Hell, they have little interest and much lower capability to manipulate mortals as other devils do. Gelugons prefer to remain inside their frozen fortresses and work out epic, centuries-long plots, either on behalf of their masters or themselves.

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