Chort Devil
Tome of Beasts (Third Party)
- Size
- Medium
- Type
- fiend (devil)
- Alignment
- lawful evil
- AC
- 18 (natural armor)
- Hit Points
- 187 (15d8+120)
- Speed
- walk 30 ft.
- Saving Throws
- Str +11, Dex +9, Con +12, Int +8, Cha +9
- Skills
- Athletics +11, Deception +9, Insight +9, Perception +9
- Resistances
- bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
- Immunities
- cold, fire, poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft.
- Passive Perception
- 19
- Languages
- Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)
- Challenge
- 12
- Lineage
- Devil
Traits
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, teleportation
- 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.