Geiriadur

Diafol Iâ.md

Diafol Iâ (Diafol) (Ice Devil)

Diawl (diafol) mawr, cyfreithlon drwg

Anhawster Curo 18 (armwr naturiol)

Heini Presennol 180 (19d10+76)

Cyflymder 40 ft.

CRF CHW CYF DLL DTH PRS
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4)

Cais achub Chw +7, Cyf +9, Dth +7, Prs +9

Gwrthiant i ddifrod taro, tyllu, ac slasio o ymosodiad anhudol heb ei ariannu

Imiwnedd rhag difrod oer, tân, gwenwyn

Imiwnedd rhag cyflyrau gwenwyno

Synhwyrau dallweld 60 ft., tywyllweld 120 ft., Canfyddiad goddefol 12

Ieithoedd Ufferaidd, pellteimlad 120 tr.

Sialens 14 (11,500 XP)

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.

Acsiwn

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

Brathu. Ymosodiad Arf Sgarmes +10 i fwrw, cyrraedd 5 tr., un targed. Taro: 12 (2d6+5) difrod tyllu ac 10 (3d6) difrod oer.

Claws. Ymosodiad Arf Sgarmes +10 i fwrw, cyrraedd 5 tr., un targed. Taro: 10 (2d4+5) difrod slasio ac 10 (3d6) difrod oer.

Cynffon. Ymosodiad Arf Sgarmes +10 i fwrw, cyrraedd 10 tr., un targed. Taro: 12 (2d6+5) difrod taro ac 10 (3d6) difrod oer.

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 (diallu). The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold (oer) damage on a failed save, or half as much damage on a successful one.

The wall lasts am un munud or until the devil is incapacitated (diallu) or dies. The wall can be damaged and bcyrraedded; each 10-foot section has AC 5, 30 hit points, vulnerability to fire (tân) damage, and immunity to acid (asid), cold (oer), necrotic (necrotig), poison (gwenwyn), and psychic (seicic) 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 llwyddo ar cais achub Cyfansoddiad DC 17, taking 17 (5d6) cold (oer) 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.