Tower of Ascension world illustration - Fantasy theme
Fantasy

Tower of Ascension

S
Sigaojao

In a ravaged world, a giant obsidian tower rises. Few are summoned inside. You are one of them.


Author's Note: Welcome, Ascended! The world outside lies in ruin, but within the Tower of Ascension, hope for a new beginning—or the end of everything—awaits. This tower stretches endlessly from Level 1 to Level 20, each level presenting unique environments, challenges, and monsters that test your strength, resolve, and intelligence. Portals guard the path to higher levels, each protected by formidable creatures. Will you be able to reach the top and uncover the truth? Tip: -When moving from one POI to anoher, tell Franz the coordinates.
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218 days ago
Last Updated
18 days ago
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Ice Devil
CR 9Medium Fiend
Ice Devil
HP Range110 - 130 (Avg: 120)
AC17
XP5000

Description

The Frost Devil embodies the bitter chill of the frozen wastelands, serving as a harbinger of winter's wrath. With a reputation for cunning and cruelty, it manipulates the elements and those who would dare to oppose it, forging icy barriers and unleashing frigid blasts to freeze its enemies in their tracks. This fiend thrives in subzero temperatures and delights in the suffering of those unprepared for the wrath of the cold.

Details
SizeMedium
TypeFiend
CR9
XP5000
LanguagesInfernal, Telepathy 120 ft.
Defenses
Armor Class17
HP Range110 - 130 (Avg: 120)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage Immunities,
Condition Immunities
Actions

Bite

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) cold damage.

Claws

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) cold damage.

Multiattack

The Frost Devil makes three attacks: one with its bite, one with its claws, and one with its tail.

Tail

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) 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 and must make a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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