Chort Devil
Medium Fiend Lawful Evil
- Armor Class: 18 (natural armor)
- Hit Points: 187 (15d8 + 120)
- Speed: walk 30 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: Tome of Beasts 2023, page 93
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
20 (+5) |
26 (+8) |
18 (+4) |
20 (+5) |
20 (+5) |
- Saving Throws: Str +11, Dex +9, Con +12, Int +8, Cha +9
- Skills: Athletics +11, Deception +9, Insight +9, Perception +9
- Damage Vulnerabilities: False
- Damage Immunities: cold, fire, poison
- Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 19
- Languages: Celestial, Common, Infernal, telepathy 120 ft.
Special Abilities
- Devil's Sight: Magical darkness doesn't impede the chort devil's darkvision.
- Hellish Weapons: The chort devil's weapon attacks are magical. When the devil hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack).
- Magic Resistance: The chort devil has advantage on saving throws against spells and other magical effects.
Actions
- Multiattack: The chort devil makes one Claw attack and two Ranseur attacks, or it makes four Hurl Flame attacks.
- Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 14 (4d6) fire damage, and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on ability checks and saving throws that use Charisma for 1 hour or until cured by a lesser restoration spell or similar magic.
- Ranseur: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 14 (4d6) fire damage.
- Hurl Flame: Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 19 (4d6 + 5) fire damage.
- Teleport: The chort devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
- Spellcasting: The chort devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: charm person, illusory script (as an action)
3/day each: dispel magic, modify memory
1/day: haste
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