Chort Devil
Medium fiend, 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)
Damage Immunities
cold, fire, poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 19
Saving Throws
Str +11, Dex +9, Con +12, Int +8, Cha +9
Skills
Athletics +11, Deception +9, Insight +9, Perception +9
Languages
Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)
Challenge
12 (8400 XP)
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.