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

Image: FTTHelper

Summon a portrait of this monster
Describe it your way — Koralk is already filled in.
Summon art →

Koralk

Large Fiend, Lawful Evil

AC
15
HP
136
Speed
40
CR
11

False


Armor Class 15 (natural armor)

Hit Points 136 (16d10 + 48)

Speed 40 ft.


STR
20 (+5)
DEX
13 (+1)
CON
17 (+3)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)

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

Damage Vulnerabilities False

Damage Resistances cold; bludgeoning, piercing, and slashing damage 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.

Harvester Venom. The koralk produces a potent poison that liquefies the innards of those affected by it. Every hour that elapses after a creature succumbs to this poison, it must succeed on a DC 17 Constitution saving throw or take 7 (2d6) poison damage, and its hp maximum is reduced by that amount. Creatures with resistance or immunity to poison or the poisoned condition can be affected by this poison. Such creatures have advantage on the saving throw.

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

Steadfast. The koralk can't be frightened while it can see an ally within 30 feet of it.

Actions

Multiattack. The koralk makes one Bite attack, one Scythe attack, and three Stinger attacks. It can replace its Scythe attack with a Vestigial Arms attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Stinger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or succumb to the devil's venom (see the Harvester Venom trait).

Vestigial Arms. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the devil can't use its Vestigial Arms on another target.

Community Images

Koralk — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

Sign in to upvote images, report inappropriate ones, and curate the entry's primary visual.

Have art for this entry? Contribute art — sign in, then use Add image.

Related entries

matched by shared tags

6 same-category · 0 cross-category

Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022