ICE DEVIL (or GELUGON) – 5e stats

Large fiend (devil), lawful evil

Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 40 ft.

Proficiency Bonus +5
Proficiency Bonus +8 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
21 (+5)14 (+2)18 (+4)18 (+4)15 (+2)18 (+4)

Saving Throws (suggested) Str+10, Dex +7, Con +9, Int +9, Wis +7, Cha +9
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.
Challenge 14 (11500 XP)

Aura of Fear (suggested). Any creature that starts its turn within 10 feet of the ice devil and can see it must make a DC 17 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the ice devil’s Aura of Fear for the next 24 hours.

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.

Regeneration (suggested). The ice devil regenerates 2 hit points per round.

ACTIONS

  • Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
  • Multiattack (suggested). The devil makes four attacks: one with its bite, one with its claw, one with its tail and one with its polearm.
  • 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.
  • Claw (suggested). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 7 (2d6) cold damage.
  • Polearm (suggested). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
  • Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
  • Tail (suggested). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that is immune to cold damage is also immune to this paralysis.
  • 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


I apologize for forgetting to assign the headers. Here is the corrected version:

DESCRIPTION

Ice devils, also known as gelugons, are one of the most powerful types of devils in the Nine Hells. They have a humanoid shape, but with a scaly blue-white skin, insect-like wings, a long tail, and a horned head. Their eyes are cold and cruel, and their mouths are filled with sharp teeth. They wear armor and wield weapons made of ice, which they can create and manipulate at will .

COMBAT

Ice devils are formidable foes in combat, using their physical strength, cunning tactics, and magical abilities to defeat their enemies. They can attack with their bite, claws, and tail, inflicting both piercing and cold damage. They can also form a wall of ice to block or trap their opponents, or create a cone of cold to freeze them solid . Ice devils are resistant to nonmagical weapons that are not silvered, and immune to cold, fire, and poison. They have a keen sense of sight, even in magical darkness, and can communicate telepathically with other devils . Ice devils are also adept at casting spells, such as cone of cold, fly, hold monster, ice storm, and wall of ice.

HABITAT / SOCIETY

Ice devils are found most commonly on the cold layers of Stygia and Cania, where they serve as commanders of the infernal armies of the Nine Hells. They are loyal to their archdevil masters, such as Levistus and Mephistopheles, and enforce their will with ruthless efficiency. They also torment lesser devils as an outlet for their frustration and boredom . Ice devils are ambitious and cunning, always seeking to advance their rank and power in the infernal hierarchy. They often plot against their rivals and enemies, both within and outside the Nine Hells.

Ice devils are the only baatezu native to Cania. Although other varieties of baatezu occasionally come to this cold place, they dislike it and prefer the hotter layers. Ice devils are unique in baatezu society in that they both lead and serve in their layer’s armies. It is unknown how they choose their leaders.

The only portal to the fortress of Malsheem on Nessus, the lowest layer of Baator, lies at the bottom of a deep pit in Cania, guarded at all times by 9,999 ice devils. Wholly unnatural creatures, ice devils can only be created by promotion from lower stations.

ECOLOGY

Ice devils are fiends that embody the cold and cruel aspects of evil. They have no need for food or sleep, but they feed on the fear and pain of their victims. They have no natural predators or allies, except for other devils that share their goals or serve under them. They have no interest in the natural world or its resources, except as tools or obstacles for their schemes. They have no concept of compassion or mercy, only obedience and domination.

When an ice devil has performed well, it may be promoted to pit fiend. Such promotion is difficult: First, the ice devil must serve flawlessly for 777 years. Any blemish on its record eliminates it from the promotion list. But 777 years of perfect service is the easy part. If the ice devil is selected to become a pit fiend, it enters the Pit of Flame, where it is tormented for 1,001 days. After almost three years of hideous, painful torture, the former ice devil emerges as a pit fiend.