Mythic Adventures | Monsters | Devil | Ice | Mythic

Devil, Ice, Mythic

Cr: 16. Xp: 76,800. Alignment: LE. Size: Large. Creature Type: Outsider. Creature Subtype: devil, evil, extraplanar, lawful, mythic.
Init: +15M. Senses: all-around vision, darkvision 60 ft., see in darkness; Perception +27. Aura: fear (10 ft., DC 24). Ac: 38, touch 14, flat-footed 33 (+5 Dex, +24 natural, -1 size).
Hp: 221 (14d10+144); regeneration 5 (good spells, good weapons).
Fortitude: +15. Reflex: +14. Will: +12. Defensive Abilities: cold logic. Dr: 10/epic and good. Resist: acid 10. Immune: cold, fire, poison. Sr: 27.
Speed: 40 ft., fly 60 ft. (good), ice burrowing 30 ft.. Melee: +2 frost spear +23/+18/+13 (2d6+12/×3 plus 1d6 cold plus ice shards plus slow), bite +15 (2d6+3), tail slap +15 (1d8+3 plus slow). Space: 10 ft.. Reach: 10 ft.. Special Attacks: entrap (DC 23, 1d10 rounds, hardness 5, hp 10), favored enemy +6, mythic power (6/day, surge +1d8), pounce. Strength: 25. Dexterity: 21. Constitution: 22. Intelligence: 25. Wisdom: 22. Charisma: 24.
Base Attack: +14. Cmb: +22. Cmd: 37.
Feats: Alertness, Cleave, Combat ReflexesM, Improved InitiativeM, Iron WillM, Power Attack, Weapon Focus (spear).
Skills: Acrobatics +22, Bluff +24, Diplomacy +24, Fly +13, Intimidate +21, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23.
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft..
Environment: any (Hell). Organization: solitary, team (2-3), council (4-10), or contingent (1-3 ice devils, 2-6 horned devils, and 1-4 bone devils). Treasure: standard (+2 frost spear, other treasure).
spell-like abilities: (CL 13th; concentration +20)

Constant-fly

At will-cone of cold (DC 22), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 22), wall of ice (DC 21)

1/day-summon (level 4, 2 bone devils 50%)


Description: Frozen barbs cover the almost skeletal form of this mantis-like creature, and its icy eyes shine with fiendish intelligence.

Special Abilities

Cold Logic

When a mythic ice devil's spell resistance protects it from a mind-affecting effect, it can expend one use of mythic power as an immediate action to turn that effect upon its source, as if using spell turning.

Favored Enemy

A mythic ice devil can expend one use of mythic power to gain a +6 favored enemy bonus against one type of creature for 1 hour, as if it were a 14th-level ranger.

Ice Burrowing

This ability works like the burrow ability, but only through ice and snow (including magical ice such as a wall of ice).

Ice Shards

A mythic ice devil's ice-tipped spear embeds jagged shards of supernaturally cold ice in its target. This functions as bleed (1d6), except the damage is cold damage. Dealing 5 or more points of fire damage to the target removes all ice shards. Creatures with the fire subtype are immune to this ability.

Slow

A hit from a mythic ice devil's tail or spear induces numbing cold. The opponent must succeed at a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil, not its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based.

A mythic ice devil is a master of strategy, able to adapt to the nature of its opponents and turn its enemy's attacks back at them. Its lean form and upright posture sets it apart from the stockier non-mythic ice devils.