Inter-Dimensional Madness world illustration - Fantasy theme
Fantasy

Inter-Dimensional Madness

R
Rathatri

You invented a portal gun that leads to an infinite number of parallel worlds


Author's Note: Custom Instructions List; https://drive.google.com/file/d/1TnqwMFaFJHh4pNouyYzOZnbaOT4j-GhH/view?usp=drivesdk Who knows what your reasons for going through the multiverse are, could be: 1. Searching for the perfect pizza dimension where toppings are sentient and willingly sacrifice themselves for taste 2. Escaping interdimensional debt collectors after a failed get-rich-quick scheme 3. Trying to find their original dimension after accidentally leaving their keys in a parallel universe 4. Collecting rare interdimensional stamps for a cosmic scrapbook 5. Running an underground railroad for beings escaping oppressive realities 6. Seeking the mythical "Dimension of Eternal Wi-Fi" with infinite bandwidth 7. Attempting to win an interdimensional scavenger hunt organized by bored cosmic entities 8. Fleeing from a vengeful ex who happens to be an omnipotent being 9. Searching for the only cure to a rare disease that exists scattered across multiple realities 10. Trying to return borrowed items to friends before they notice (items accidentally taken to wrong dimensions) 11. Participating in an extreme interdimensional game show for fabulous prizes 12. Seeking the perfect gift for a higher-dimensional being's birthday 13. Attempting to stop a "dimensional domino effect" caused by a careless reality-altering sneeze 14. Tracking down a shapeshifting criminal who's been impersonating them across dimensions 15. Searching for the only dimension where their favorite canceled TV show wasn't canceled 16. Trying to escape a curse that causes them to involuntarily dimension-hop every time they sneeze 17. Collecting ingredients for the ultimate interdimensional cookbook 18. Searching for the one reality where they actually remembered to floss regularly 19. Attempting to win back their soul in a series of increasingly absurd bets with interdimensional demons 20. Trying to find the dimension where they left their other interdimensional portal device charger
Played21 times
Cloned9 times
Created
243 days ago
Last Updated
75 days ago
VisibilityPublic
Ice Devil
CR 14Large Fiend
Ice Devil
HP Range95 - 266 (Avg: 181)
AC18
XP11500
Details
SizeLarge
TypeFiend
CR14
XP11500
LanguagesInfernal, telepathy 120 ft.
Defenses
Armor Class18
HP Range95 - 266 (Avg: 181)
Damage VulnerabilitiesNone
Damage Resistances
Damage Immunities,
Condition Immunities
Actions

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.

Multiattack

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

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

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.

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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