Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity
Ability
Divine Innate Spells
DC 33; 7th cone of cold (x2); 6th illusory scene; 5th dimension door, wall of ice (x3); 4th dimension door (at will); Cantrips (7th) ray of frost; Constant (4th) fly
Ability
Frightful Presence
(aura, divine, emotion, enchantment, fear, mental) 10 feet, DC 31
Ability
Rituals
DC 33; 1st infernal pact
Ability
Slowing Frost
(cold, divine, evocation) The ice devil channels the extreme cold of its body through its appendages and weapons. A creature hit by an ice devil's weapon or unarmed attack in melee must attempt a DC 32 Fortitude save or be slowed 1 for 1d4 rounds. A weapon used by an ice devil gains the effects of a frost rune while the gelugon holds it, and the ice devil can throw any such weapon with a 20-foot range increment, trailing motes of frost.
Ability
Tactician of Cocytus
(concentrate) An ice devil's logical mind devises genius tactics from its perfect memory. It can telepathically send a tactical repositioning to its allies, allowing all commanded or allied evil creatures in the range of its telepathy to immediately Stride (or Burrow, Climb, Fly, or Swim, if the creature has the corresponding Speed).
Offense
Melee
Circumstance: combat round (melee)
frost longspear +28 [+23/+18] (cold, evil, magical, reach 15 feet), Damage 2d8+12 piercing plus 1d6 cold, 1d6 evil, and slowing frost
Offense
Ranged
Circumstance: combat round (ranged)
frost longspear +27 [+22/+17] (cold, magical, thrown 20 feet), Damage 2d8+12 piercing plus 1d6 cold
Trait
Devil
A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Immunity
cold
fire
Item
+1 striking longspear
Language
Celestial
Common
Draconic
Infernal
telepathy 100 feet
Perception
greater darkvision
Resistance
physical 10 (except silver)
poison 10
Weakness
good 10