300
System Reference Document 5.2.1
Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 
15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage.
Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 
26 (5d8 + 4) Fire damage. If the target is a flammable 
object that isn’t being worn or carried, it starts burning.
Infernal Tail. Dexterity Saving Throw: DC 17 , one crea-
ture the devil can see within 10 feet. Failure: 10 (1d8 
+ 6) Necrotic damage, and the target receives an infer-
nal wound if it doesn’t have one. While wounded, the 
target loses 10 (3d6) Hit Points at the start of each of 
its turns. The wound closes after 1 minute, after a spell 
restores Hit Points to the target, or after the target or a 
creature within 5 feet of it takes an action to stanch the 
wound, doing so by succeeding on a DC 17 Wisdom 
(Medicine) check.
Hydra
Hydra
Huge Monstrosity, Unaligned
AC 15  Initiative +4 (14)
HP 184 (16d12 + 80)
Speed 40 ft., Swim 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 20 +5 +5 Dex 12 +1 +1 Con 20 +5 +5
Int 2 −4 −4 WIS 10 +0 +0 Cha 7 −2 −2
Skills Perception +6
Immunities Blinded, Charmed, Deafened, Frightened, 
Stunned, Unconscious
Senses Darkvision 60 ft.; Passive Perception 16
Languages None
CR 8 (XP 3,900; PB +3)
Traits
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. Whenever 
the hydra takes 25 damage or more on a single turn, 
one of its heads dies. The hydra dies if all its heads are 
dead. At the end of each of its turns when it has at least 
one living head, the hydra grows two heads for each of 
its heads that died since its last turn, unless it has taken 
Fire damage since its last turn. The hydra regains 20 Hit 
Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond 
one, it gets an extra Reaction that can be used only for 
Opportunity Attacks.
Actions
Multiattack. The hydra makes as many Bite attacks as it 
has heads.
Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 
+ 5) Piercing damage.
Ice Devil
Ice Devil
Large Fiend (Devil), Lawful Evil
AC 18  Initiative +7 (17)
HP 228 (24d10 + 96)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 21 +5 +5 Dex 14 +2 +7 Con 18 +4 +9
Int 18 +4 +4 WIS 15 +2 +7 Cha 18 +4 +9
Skills Insight +7 , Perception +7 , Persuasion +9
Immunities Cold, Fire, Poison; Poisoned
Senses Blindsight 120 ft.; Passive Perception 17
Languages Infernal; telepathy 120 ft.
CR 14 (XP 11,500; PB +5)
Traits
Diabolical Restoration. If the devil dies outside the 
Nine Hells, its body disappears in sulfurous smoke, and 
it gains a new body instantly, reviving with all its Hit 
Points somewhere in the Nine Hells.
Magic Resistance. The devil has Advantage on saving 
throws against spells and other magical effects.
Actions
Multiattack. The devil makes three Ice Spear attacks. It 
can replace one attack with a Tail attack.
Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 
ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage 
plus 10 (3d6) Cold damage. Until the end of its next 
turn, the target can’t take a Bonus Action or Reaction, 
its Speed decreases by 10 feet, and it can move or take 
one action on its turn, not both. Hit or Miss: The spear 
magically returns to the devil’s hand immediately after a 
ranged attack.
Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 
+ 5) Bludgeoning damage plus 18 (4d8) Cold damage.
Ice Wall (Recharge 6). The devil casts Wall of Ice (level 
8 version), requiring no spell components and using In-
telligence as the spellcasting ability (spell save DC 17).
Imp
Imp
Tiny Fiend (Devil), Lawful Evil
AC 13   Initiative +3 (13)
HP 21 (6d4 + 6)
Speed 20 ft., Fly 40 ft.