Medium Fiend (Devil), Lawful Evil
Armor Class 18 Natural Armor
Hit Points 187 (15d8 + 120)
Speed 30 ft.
STR
24 (+7)
DEX
20 (+5)
CON
26 (+8)
INT
18 (+4)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +11, DEX +9, CON +12, INT +8, CHA +9
Skills Athletics +11, Deception +9, Insight +9, Perception +9
Damage Immunities Cold, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Poisoned
Senses Darkvision 120 ft, Passive Perception 19
Languages Celestial, Common, Draconic, Infernal, Primordial, Telepathy 120 ft
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Enter the description for your special trait.

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., # target. Hit: 12 (2d4 + 7) slashing 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

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Small horns crown this pig-faced devil’s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes.

Bad Bargains. Quick and canny, a chort devil uses varied, pleasing forms to entice mortals to make terrible bargains, but it revels in its obvious devilishness. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive those whom it bargains with. After all, the chort affirms, if the victim weren’t so desperate, he wouldn’t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the creature is careful not to torture or otherwise harm its patsy, since that voids any potential contract.

Recitation of Contracts. An annual spectacle in large cities involves some poor fool who believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a love who once spurned him, and other disclosures. A chort ensures all those entangled in its victim’s affairs are present to hear it, and it disappears once all the victim's dark secrets have been revealed.

Smear Tactics. A zealous opponent of the chort often finds himself the victim of his own hubris, as the devil digs up or creates vile tales about its foe and brings his folly to light. A chort enjoys tarnishing the reputation of tools of good. For example, it may steal a paladin’s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe strongly resistant to its manipulations, brings suspicion to another potential foe, and taints a weapon—at least in reputation—which might be used against it.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Captlobi

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