Ice Devil, (Gelugon)
A pair of frozen, multifaceted eyes coldly judge all before this towering, insectile monstrosity.
It is said that each Ice Devil—known as gelugons among the ranks of devilkind—bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Born on the icy layer of Cocytus, Hell’s seventh layer, most ice devils migrate to Caina, the eighth layer, where they plot world-damning machinations from courts of freezing steel. Although they are perhaps the most alien and monstrous in appearance of all devils, few breeds are accorded greater respect.
In combat, a gelugon prefers to let its minions engage foes in melee so that it can hang back and appraise the foe’s tactics, strengths, and weaknesses. The ice devil supports its minions with its spell-like abilities, always taking care to avoid impacting its minions in the area of effect of its spells—this not from any sense of camaraderie, only a cold and logical truth that its allies can survive longer in a fight if they are not exposed to friendly fire.
Gelugons stand at 12 feet tall and weigh approximately 700 pounds.
Devil, Ice (Gelugon)
A pair of frozen, multifaceted eyes coldly judge all before this towering, insectile monstrosity.
Family: Devils
Large fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 18 (+4) |
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 (11,500 XP)
Special Traits
- 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 (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.
Gelugon (Ice Devil)
The Gates of Hell (Dice Freaks)
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.Full netbook can be found on the following website
Gelugon (Ice Devil) | |
Large outsider (Devil, Evil, Extraplanar, Lawful) | |
Hit Dice | 16d8+128 (200 hp) |
Initiative | +11 (+7 Dexterity, +4 Improved Initiative) |
Speed | 40 ft. |
Armor Class | 37 (+7 Dexterity, +21 natural, -1 size), touch 16, flat-footed 30 |
Base Attack/Grapple | +16/+32 |
Attack | +3 cold iron spear of freezing burst +30 melee (2d6+21+1d6 (cold) and slow 19-20/x3 +1d10 (cold)) or claw +27 melee (1d10+12) |
Full Attack | +3 cold iron spear of freezing burst +30/ +25/+20/+15 melee (2d6+21+1d6 (cold) and slow 19- 20/x3 +1d10 (cold)) and bite +25 melee (2d6+6 plus disease) and tail +25 melee (3d6+6 and slow) or 2 claws +27 melee (1d10+12) and bite +25 melee (2d6+6 plus disease) and tail +25 melee (3d6+6 and slow) |
Space/Reach | 10 ft. /10 ft. |
Special Attacks | Disease, fear aura, slow, spell-like abilities, summon devils |
Special Qualities | Damage reduction 15/good and silver, Darkvision 60 ft., immunity to cold, fire and poison, regeneration 5, resistance to acid 10, see in darkness, Spell Resistance 29, telepathy 100 ft. |
Saves | Fort +18, Ref +17, Will +17 |
Abilities | Strength 35, Dexterity 25, Constitution 26, Intelligence 24, Wisdom 24, Charisma 24 |
Skills | Bluff +26, Climb +31, Concentration +27, Diplomacy +30, Disguise +7 (+9 acting), Intimidate +28, Jump +35, Knowledge (any three) +26, Listen +26, Move Silently+26, Search +26, Sense Motive+26, Spellcraft +26, Spot +26, Survival +7 (+9 tracking) |
Feats | Cleave, Combat Reflexes, Improved Critical (spear), Improved Initiative, Multiattack, Power Attack |
Environment | The Nine Hells of Perdition. |
Organization | Solitary, team (2-4), squad (6-10) or troupe (1-2 gelugon, 7-12 Bearded Devils , and 1-4 Bone Devils ) |
Challenge Rating | 17 |
Treasure | Standard coins, double goods, standard items |
Alignment | Always Lawful Evil |
Advancement | 17-32 HD (Large), 33-48 HD (Huge) |
Fear Aura (Su): A gelugon can radiate a 10 foot radius fear aura as a free action. A creature in the area must succeed on a DC 25 Will save or be affected as though by a fear spell (caster level 16th). A creature that successfully saves cannot be affected again by the same gelugons aura for 24 hours. Other devils are immune to the aura. The save is Charisma based.
Disease (Ex): A creature struck by a gelugon’s bite attack must succeed on a DC 26 Fortitude save or be infected with a disease known as frigid ravaging. (incubation period 1day; initial damage 1d6 Constitution, secondary damage 1 point Constitution drain) The save is Constitution based.
Regeneration (Ex): A gelugon takes normal damage from good-aligned silver weapons, and from spells and effects with the good descriptor.
Slow (Su): A hit from a gelugons tail or spear induces mind-numbing cold. The opponent must succeed in a Fort save DC 26 or be affected as though by a slow spell for 1d6 rounds. The save is Constitution based.
Spell-like Abilities: At will – animate dead, charm monster, cone of cold, desecrate, detect good, detect magic, fly, fog cloud, greater dispel magic, greater teleport (self plus 50 pounds), ice storm, magic circle against good, obscuring mist, persistent image, polymorph, suggestion, unhallow, unholy aura, wall of ice.
Caster level 16th; DC 17+spell level.
Summon Devils (Sp): Once per day, the ice devil may attempt to summon 2d10 lemures or 1d6 Bearded Devils with a 75% chance, or 2d4 Bone Devils, 1d6 hamatulas or another gelugon with a 50% chance. This ability is equivalent to a 6th level spell.
Possessions: A gelugon carries a +3 cold iron spear of freezing burst.