The Adventures of the Duo world illustration - Fantasy theme
Fantasy

The Adventures of the Duo

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Elarion is a sprawling and enchanting world, teeming with diverse landscapes, ancient magic


Author's Note: Elarion is a sprawling and enchanting world, teeming with diverse landscapes, ancient magic, and a rich tapestry of cultures. From the gleaming spires of Sunspire in the prosperous Kingdom of Avalor, where noble knights uphold chivalric traditions, to the mystical depths of Eloria's Enchanted Forest, where elves and druids commune with nature amidst glowing flora, every corner of Elarion is steeped in wonder and history. The Desert of Khalidar stretches endlessly, its golden dunes hiding secrets of lost civilizations, while the bustling oasis city of Qasar thrives as a hub of trade and intrigue. In the frigid Frostlands of Norheim, the hardy inhabitants of Icehold carve out a life among towering glaciers and frozen tundras, embodying resilience and strength. Mystara's Isles are cloaked in perpetual mist, a realm of seafaring adventure and hidden dangers, where the port city of Nereus buzzes with the tales of sailors and pirates. The lands are watched over by powerful factions such as the Order of the Radiant Dawn, shining beacons of justice, and the Arcane Consortium, keepers of ancient magical knowledge. Shadows lurk, too, in the form of the clandestine Shadow Hand, manipulating events from the darkness, while the Circle of the Wild stands vigilant in protecting nature's balance. Amidst this backdrop of grandeur and peril, your journey begins in Greenhaven, a town on the edge of the Whispering Woods, renowned for its vibrant Harvest Festival. The air is filled with the scents of celebration, yet whispers of dark omens cast a subtle shadow over the festivities. As the townsfolk revel in the joyous occasion, an undercurrent of unease hints at the adventures and mysteries that await those brave enough to explore the depths of Elarion.
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Created
352 days ago
Last Updated
104 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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