Chort Devil
Medium Fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit Points 187 (15d8+120)
Speed walk +30
Challenge 12
Saving Throws cha +9, con +12, dex +9, int +8, str +11
Skills insight +9, athletics +11, deception +9, perception +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities cold, fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 19
Languages Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)
Special Abilities
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. the chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components: at will: blur, magic circle, teleport 3/day: scorching ray (5 rays) 1/day each: dispel magic, dominate person, flame strike, haste
Actions
Multiattack. The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.
Flaming Ranseur. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.
Devilish Weapons. Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage.
Source: Tome of Beasts · OGL/Open