HD:d8
| Level | BAB | Fort | Ref | Will | Feature |
| 1 | +1 | +2 | +0 | +2 | Ice Devil body, Cold Tactician |
| 2 | +2 | +3 | +0 | +3 | Devil, Summon Legion |
| 3 | +3 | +3 | +1 | +3 | Minion Shield, Hell Skin, Cold Spear |
| 4 | +4 | +4 | +1 | +4 | Cold Rise, Regeneration,+1 Str |
| 5 | +5 | +4 | +1 | +4 | Fear Aura, +1 Con, +1 Cha |
| 6 | +6 | +5 | +2 | +5 | Growth, Slowing Tail |
| 7 | +7 | +5 | +2 | +5 | Cold Battlefield, +1 Str |
| 8 | +8 | +6 | +2 | +5 | No Rest for the Wicked, You've Failed me for The Last Time +1 Con |
| 9 | +9 | +6 | +3 | +6 | Cold Assault +1 Cha |
| 10 | +10 | +7 | +3 | +7 | Tactical Devil, +1 Str |
| 11 | +11 | +7 | +3 | +7 | Cold Mirage, +1 Con |
| 12 | +12 | +8 | +4 | +8 | Expendable Sacrifice, +1 Cha |
| 13 | +13 | +8 | +4 | +8 | Cold Aura (Unholy Aura), Uttercold, +1 Str, +1 Con, +1 Cha |
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Balance, Bluff , climb Concentration , Diplomacy , Disguise, Hide, Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device
Proficiencies:Simple and martial weapons, it's own natural weapons.
Features:
Ice Devil body:The Ice Devil loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural claw attacks dealing 1d6+Str mod damage each and a bite attack dealing 1d8+1/2 Str mod. In a ful attack, the Ice Devil takes no penalty for using both claws at the same time, but the bite attack takes a -5 penalty.
The Ice Devil also gains a bonus to Nat armor equal to his Con modifier.
Cold Tactician: The Ice Devilcan use the Aid Another as a move action.
At 6 HD they can do so as a swift action.
At 12 HD they can do so an an immediate action.
Devil:At second level the Ice Devil gains resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR.
In addition, its darkvision applies to all kinds of darkness, even deeper darkness.
Summon Legion:Ice Devils serve as commanders of the Nine Hells, wich gives them direct acess to its legions. Once per hour the Ice Devil may summon forth reinforcments as a standard action, that instantly appear adjacent to him. The creature summoned depends on it's HD:
2HD: 2 Lemures.
5HD:Bearded devil
9HD: Bone Devil
13HD: Ice devil
17 HD: Choose two times.
20 HD: Choose four times.
Instead of the strongest creature possible, the Ice Devil may instead summon twice the amount of the next weakest creature, or quadruple the amount of the next weakest creature, and so on. So for example a 13 HD Ice Devil could summon 2 Bone Devils, or 4 Bearded Devils, or 16 Lemures.
Those devils serve for 1 minute per HD and then disapear. They can't use their own summoning abilities.
Hell Skin:At third level the Ice Devil gains DR/silver and good equal to half it's HD and SR equal to 11+HD.
Minion Shield: Ice Devils specialize in taking cover behind their troops. At third level they gain +1 to AC, all saves, SR, DR, and resistances for every adjacent summon that's at least one size category smaller than the Ice Devil (or bigger).
Cold Spear: At 3rd level, the Ice Devil may as a fullround action create a masterwork spear suiting it's tastes, of a material of it's choice (including special materials like adamantine or cold iron). It has the normal stats of a spear and it has an enanchment bonus to attack and damage rolls equal to 1/4 HD (minimum +1). Only one such spear at a time. Creating a new one makes the old one to melt away.
At 10 HD it gains the ghost touch poperty.
At 14 HD it gains the Frost Property.
At 17 HD the Icy Burst Property.
At 20 HD any +2 weapon enanchment of the Ice Devil's choice, like Wounding, or Keen+Defending. This extra bonus may be changed whenever the Ice Devil makes a new spear.
Cold Rise: At 4th level the Ice Devil can use Fly as an SLA as a swift action 1/day for every HD it has.
Regeneration: At 4th level the Ice Devil gains regeneration equal to 1/2 it's HD, rounded down. An Ice Devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Ability Increase: The Ice Devil gains a permanent +1 to
Str at levels 4, 7, 10, 13
Con at levels 5, 8, 11, 13
Cha at levels 5, 9, 12, 13
For a total of +4 Str, +4 Con, +4 Cha at level 13.
Fear Aura: At 5th level the Ice Devil can radiate a 5 foot per HD radius fear aura as a free action. An oponent in the area must succeed on a DC 10+1/2HD+Cha mod Will save or be affected as though by a fear spell with CL equal to HD. A creature that successfully saves cannot be affected again by the same ice devil’s aura for 24 hours. The Ice devil can exclude allies from this effect.
At 12 HD this affects even oponents immune to fear, but they gain a +5 bonus on their saves.
Growth:At 6th level the Ice Devil grows one size category, and also grows a powerfull tail that can deliver a tail slap dealing 3d6+1/2 Str damage.
Slowing Blows:At 6th level, whenever the Ice Devil hits an oponent with it's tail or Hell Talon, it must make a Fort save with DC 10+1/2HD+Cha mod or be Slowed as the Slow spell for 1d6 rounds. This ignores freedom of movement effects.
Cold Battlefield: At 7th level the Ice Devil can use Ice Wall and Ice Storm 1/day for every 3 HD it has. Save DCs are 10+1/2 HD+Cha mod. Its Ice Storm deals 1d6 damage per CL instead of the normal damage, half cold and half bludgeoding.
No Rest for the Wicked: At 8th level the Ice Devil promises terrible punishments to its minions that dare to fall in battle. Any summoned creatures gain regeneration equal to the Ice Devil's own. If they already had regeneration, add them both.
The summons are also now immune to fear, fatigue and exhaustion.
You've failed me for the last time: At 8th level, whenever one of the Ice Devil summons misses a melee attack against an oponent they both threaten, the Ice Devil may sacrifice the summon as a free action to create a distraction that allows it to perform a new melee attack as a free action against said oponent. The summon dies in a specially gory way regardless of defences, but all other summons from the Ice Devil gain a moral bonus to attack and damage rolls equal to the Ice Devil's Cha mod for 1 round per HD.
Cold Assault: At 9th level the Ice Devil can use Cone of Cold and Teleport each 1/day for each 3 HD it has. At 13 HD the teleport automatically upgrades to greater teleport. Save DCs are 10+1/2HD+Cha mod. The Cone of Cold has no damage cap.
In adition, creatures failing the save against its cone of Cold are Entangled for 1 round per HD. If they suceed on the save, they're Entangled for just one round.
Tactical Devil: at 10th level, the Ice Devil can exclude any allies it wishes from any of it's area effects when it uses them, such as Cone of Cold and Ice Storm.
In adition, it may use Aid Another as a free action a total number of times per round equal to it's Cha mod, and may do so in any ally whitin 5 feet per HD, whitout needing to be near anyone specific.
Cold Mirage: at 11th level the Ice Devil may use Persistent Image as a SLA 1/day for every 2 HD it has. Save DC is 10+1/2 HD+Cha mod.
In adition, any creature disbelieving or seeing trough the Ice Devil's Persistent Image takes 1d4 cold damage per CL.
Expendable Sacrifice: At 12th level, the Ice Devil may sacrifice an adjacent summon whitin 5 feet per HD as an immediate action to gain one of the following
-Bonus to attack rolls, DR, resistances, saves, skill checks, AC and damage rolls equal to the HD of the sacrificed summon for 1 round.
-Inflict a penalty to AC or a single skill to an adjacent oponent equal to half the HD of the sacrificed summon for 1 round.
-Inflict a penalty to the last d20 rolled by an adjacent oponent equal to the HD of the sacrificed summon, after the result is known (this may cause the action to fail).
-Grant all remaining summons a bonus on attack and damage rolls equal to the HD of the sacrificed summon for 1 round.
The summon is destroyed regardless of it's defences.
This isn't necessarily the Ice Devil turning the minion in raw energy to gain the effect. It could also be the Ice Devil ordering the minion to perform a sudden suicidical action to gain the advantage, or a genius maneuver set up in advance whitout anyone else noticing, wich ends up sacrificing the minion as part of it.
Cold Aura: At 13th level the Ice Devil can use Unholy Aura as a SLA 1/day for every HD it has, except that the Strenght damage applies to any attacker, not just good ones. Save DC 10+1/2 HD+Cha mod.
Uttercold: At 13th level, the Ice devil may curse its magic with the agony of the souls tormented in Hell. Anytime it uses an SLA that causes cold damage, it may choose for half the cold damage to be negative energy.
In addition, both the cold and negative energy damage from the Ice Devil's SLAs can't be healed by any means unless the victim is inside the effect of an Hallow spell.
Finally, oponents struck by the Ice Devil's Cone of Cold receive one negative level.