Koralk (Harvester Devil) — fantasy monster illustration. Koralk (Harvester Devil) is a large fiend (Challenge Rating 11).

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Koralk (Harvester Devil)

Large Fiend (devil), lawful evil

AC
15
HP
136
Speed
40
CR
11

The fiendish hulk bears features taken from a nightmare scorpion, with three stinging tails and four limbs, and wields a massive scythe.
Transforming Poison. Poison from any one of the koralk’s three stingers liquefies the target’s insides in an agonizing transformation. The stung creature swells as its organs, muscle, and skeleton rapidly break down and reform. When the skin casing pops, it releases a spray of gelatinous goo and reveals the form of a lemure, the lowest form of devil. The new lemure is subject to the will of more powerful devils, and its fate from that moment on is the same as any lemure’s. Eventually it will be remolded into a higher form of devil and become another warrior in service to the arch-devils. Astoundingly, the koralk’s poison can even work this transformation on demons, converting them to the lowest form of devil.
Infernal Mounts. A koralk is large and strong enough for Medium-size devils to ride as a mount. They don’t like being used this way, but being devils, they do what they’re told by their betters or suffer the consequences.


Armor Class 15 (natural armor)

Hit Points 136 (16d10+48)

Speed 40 ft.


STR
16 (+3)
DEX
13 (+1)
CON
17 (+3)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)

Saving Throws Cha +5, Con +7, Wis +4

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 10

Languages Infernal, telepathy 120 ft.

Challenge 11


Traits

Devil's Sight. Magical darkness does not impair the koralk's darkvision.

Magic Resistance. The koralk has advantage on saving throws against spells and other magical effects.

Steadfast. The koralk cannot be frightened while it can see an allied creature within 30 feet of it

Actions

Multiattack. The koralk can make three stinger attacks and two scythe attacks. It can also make a bite attack if it has a target grappled.

Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) slashing damage, OR a Medium-sized or smaller target can be grappled by the koralk's smaller, vestigial arms instead (no damage, escape DC 13).

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 19 (3d10 + 3) piercing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target must make a successful DC 15 Constitution saving throw or become poisoned. While poisoned this way, the target takes 10 (3d6) poison damage at the start of each of its turns, from liquefaction of its innards. A successful save renders the target immune to the koralk's poison for 24 hours. If a creature dies while poisoned by a koralk, its body bursts open, spewing vile liquid and a newly-formed lemure devil. The lemure is under the command of any higher-order devil nearby. The poison can be neutralized by lesser restoration, protection from poison, or comparable magic. If the lemure is killed, the original creature can be restored to life by resurrection or comparable magic.

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Koralk (Harvester Devil) — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

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The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
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