Devil, Gelugon (Ice Devil)

A pair of frozen, multifaceted eyes coldly judge all before this towering, insectile monstrosity.

Ice Devil (Gelugon) CR 13

XP 25,600
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +27
Aura fear (10 ft., DC 22)

DEFENSE

AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size)
hp 161 (14d10+84); regeneration 5 (good weapons, good spells)
Fort +15, Ref +14, Will +12
DR 10/good; Immune fire, cold, poison; Resist acid 10; SR 24

OFFENSE

Speed 40 ft., fly 60 ft. (good)
Melee +1 frost spear +21/+16/+11 (2d6+10/×3 plus 1d6 cold plus slow), bite +14 (2d6+6), tail +14 (3d6+3 plus slow)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 13th)

STATISTICS

Str 23, Dex 21, Con 22, Int 25, Wis 22, Cha 20
Base Atk +14; CMB +21; CMD 36
Feats Alertness, Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Weapon Focus (spear)
Skills Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, Intimidate +19, 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.

SPECIAL ABILITIES

Slow (Su)

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

ECOLOGY

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 (+1 frost spear, other treasure)

It is said that each ice devil—known as gelugons among the ranks of devilkind—bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Born on the icy layer of Cocytus, Hell’s seventh layer, most ice devils migrate to Caina, the eighth layer, where they plot world-damning machinations from courts of freezing steel. Although they are perhaps the most alien and monstrous in appearance of all devils, few breeds are accorded greater respect.

In combat, a gelugon prefers to let its minions engage foes in melee so that it can hang back and appraise the foe’s tactics, strengths, and weaknesses. The ice devil supports its minions with its spell-like abilities, always taking care to avoid impacting its minions in the area of effect of its spells—this not from any sense of camaraderie, only a cold and logical truth that its allies can survive longer in a fight if they are not exposed to friendly fire.

Gelugons stand at 12 feet tall, and weigh approximately 700 pounds.

Variant: Gelugon Devil, Blue-eyed Devil (CR 13)

[Source]

This ice devil’s faceted eyes glow with a cold blue radiance. Blue-eyed devils are loners and outcasts from the courts of Hell as their gaze is as dangerous to their fellows as it is to their enemies.

Gaze of Ice (Su)

Encase in ice, 30 ft., Will DC 22 negates. The save DC is Charisma-based. This forms a large block of ice around the subject, trapping the creature inside. The ice is 13 inches thick extending outward from the subject. While trapped inside the ice, the victim is helpless (though luckily for her it is difficult to perform a coup de grace). Each round that the creature stays within the block of ice, she takes 1d6 points of cold damage; however, the real danger comes from suffocation. The target must make a Constitution check (DC 10) every round. Each round, the DC increases by 1. If the target fails her Constitution check, she begins to suffocate. In the first round, she falls unconscious (0 hp). Due to the frigid nature of the spell, the target’s body functions slow down and prevent a quick death. Once the victim is unconscious, she takes 1 point of cold damage every round until she is freed or she is dead.

The only easy way to get a creature out of the ice block is to destroy the ice. The ice has a hardness of zero and has 39 hit points but it is considered an object and takes half damage from magical attacks. Ice takes double damage from fire based attacks. Attacks against the ice risk harming the creature caught inside. Any damage beyond what is needed to break the ice is transferred to the trapped creature. Rather than hacking at the ice, a character can try to break it in one blow. The ice block has a Str check break DC of 23. This method is also dangerous to the trapped creature and deals 1d6 points of damage plus the attacker’s Strength modifier to the trapped character. At room temperature the block of ice will melt at a rate of one inch per hour. A shatter or similar spell deals double damage to the ice block and normal damage to the occupant.

This special attack replaces the gelugon’s cone of cold and ice storm spell-like abilities.

Organization solitary, this replaces a gelugon’s normal organization.

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