Koralk (Harvester Devil)
Large Fiend (devil), lawful evil (CR 11)Armor Class 15 natural armor
Hit Points 136 (16d10+48)
Speed 40 ft.
16 (+3)
13 (+1)
17 (+3)
10 (+0)
11 (+0)
13 (+1)
Skills
Senses darkvision 120 ft., passive Perception 10
Languages Infernal, telepathy 120 ft.
Challenge Rating 11
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.
sizeLarge
typeFiend
group
alignmentlawful evil
strength_save
dexterity_save
constitution_save7
intelligence_save
wisdom_save4
charisma_save5
perception
damage_vulnerabilities
damage_resistancescold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
damage_immunitiesfire, poison
condition_immunitiespoisoned
cr11
reactions
legendary_desc
legendary_actions
special_abilitiesname: Devil's Sight,desc: Magical darkness does not impair the koralk's darkvision.,name: Magic Resistance,desc: The koralk has advantage on saving throws against spells and other magical effects.,name: Steadfast,desc: The koralk cannot be frightened while it can see an allied creature within 30 feet of it
spell_list
page_no108
document__license_urlhttp://open5e.com/legal
document__slugtob
document__titleTome of Beasts
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/
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Tome of Beasts, page no. 108