ICE DEVIL

Encounter-specific Details, Actions and Tactics

The Ice Devil - Encased encounter activates as soon as a character enters the main room. It tends to prioritize attacking random enemies with frost jets, over attempting to extinguish the braziers (as the devil does wish to be freed)

Once all 4 braziers in the room are simultaneously lit, the Ice Devil - Freed encounter begins. It attempts to set up a Wall of Water between itself and the party (potentially walling a party member in with it). If the wall of water passes through any braziers, it will attempt to extinguish them (make a counteract check against the DC of the check that was used to light the brazier). It then attempts to set up Organsight early on in the fight, and use its high melee range, reactive strike and wall of water to punish creatures that try to approach it.

During the Ice Devil - Encased encounter, a player can spend an action to gather kindling when adjacent to plants at the edge of the arena; they make a DC 24 Nature or Survival check, gathering 2 batches of kindling on a success or higher, otherwise gathering 1 batch of kindling. Gathering kindling (and holding it) requires a free hand, but unlimited batches of kindling can be held in one hand. Placing a batch of kindling in the brazier requires no action (as the Drop free action), and reduces the DC of checks to light it by 2. A brazier remains lit until something acts to change this, with a lit brazier removing the ice (and the Uneven Ground effect discussed below) in a 5 foot emanation around it. It also acts as a heat source for the purposes of the Ice Devil - Encased's Frostbite ability.

The blue area on the floor is Uneven Ground - any creature on it is off-guard, must make a DC 22 Balance check when trying to move (including via the Step action) and must make a DC22 Reflex save when hit by an attack to avoid being knocked prone.


Room Description/Flavor Text

A frigid mist emanates from the far end of the room, radiating from a large blue insectoid creature encased in a block of ice. The floor gives way to slick tiles, frozen over.

The edges of this room are covered in vines, dead trees and hardy alpine shrubs. Directly in front of you lie four pillars, and further ahead are four unlit braziers, forming a semicircle around this strange being.


Recall Knowledge DCs

Braziers:
DC25 Arcana
Can gain information alluding to how to light the braziers, that the block of ice could attempt to extinguish a lit brazier, that if all braziers were lit the ice around the devil would melt, or that a lit brazier is likely to melt a small amount of surrounding ice.

Ice Devil:
DC25 Religion
DC22 Warfare Lore (due to their role as Hell's tacticians), Tundra Lore, Legal Lore
DC19 Devil Lore, Hell Lore
Can gain information on its utility spells and the way it attempts to leverage a range advantage in combat. Can also gain information on its stats, as normal for Recall Knowledge.

Statblocks

Ice Devil P1 stats
Ice Devil P2 stats

Maps (GM and player versions)

The Ice Devil - Encased (and later Ice Devil - Freed) begin on the numbered tile. The 4 black circles are pillars, which can be used to take cover and/or block line of sight.

Ice Devil map (GM version)
Ice Devil map (player version)