D&d ice monsters

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This last feature gives them the ability to hover in the air, swoop down, attack a foe, then swoop back up out of reach.

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malebranche (mah-leh- brahn-keh), are described in the MM as “reluctant to put themselves in harm’s way,” but there’s no reason why they should be: they have extraordinary Strength and Constitution, a triple melee Multiattack and a huge number of hit points, and they can also fly. And they all tend toward a brute ability profile-high Strength and Constitution-indicating a preference for melee combat.įinally, since it’s in the nature of devils to obey those with power over them, a devil fighting in the course of carrying out an assigned duty will never flee from combat, no matter how badly injured it is. They’re immune to fire and poison and resistant to cold (except ice devils, which are immune to cold as well), magical effects, and physical damage from normal, unsilvered weapons. They have darkvision out to 120 feet and the Devil’s Sight feature, indicating a preference for operating in darkness. Like the lesser devils, all the greater devils have certain features in common.

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(The fifth-edition Monster Manual doesn’t include stat blocks for archdevils.) Today I’ll look at the greater devils: horned devils, erinyes, ice devils and pit fiends.