Koralk (Harvester Devil)

The fiendish hulk bears features taken from a nightmare scorpion, with three stinging tails and four limbs, and wields a massive scythe.

Shaped by Arch-Devil. These fiendish scorpions sprang from the dark imagination an arch-devil who twisted them into being from the tormented forms of lemures and demoted devils. The arch-devil shaped the koralk to not only be annihilators in battle, but also to gather souls from the fallen, bypassing the typical methods of collecting souls and speeding up the influx to feed his ends.

Transforming Poison. Poison from any one of the koralk’s three stingers liquefies the target’s insides in an agonizing transformation. The stung creature swells as its organs, muscle, and skeleton rapidly break down and reform. When the skin casing pops, it releases a spray of gelatinous goo and reveals the form of a lemure, the lowest form of devil. The new lemure is subject to the will of more powerful devils, and its fate from that moment on is the same as any lemure’s. Eventually it will be remolded into a higher form of devil and become another warrior in service to the arch-devils and Arbeyach. Astoundingly, the koralk’s poison can even work this transformation on demons, converting them to the lowest form of devil.

Infernal Mounts. A koralk is large and strong enough for Medium-size devils to ride as a mount. They don’t like being used this way, but being devils, they do what they’re told by their betters or suffer the consequences.

Koralk (Harvester Devil)

Large fiend (devil), lawful evil

Armor Class 15 (natural armor)

Hit Points 136 (16d10 + 48)

Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 10 (+0) 11 (+0) 13 (+1)

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

Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 10

Languages Infernal, telepathy 120 ft.

Challenge 11 (7,200 XP)

Devil’s Sight: Magical darkness does not impair the koralk’s darkvision.

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

Steadfast: The koralk cannot be frightened while it can see an allied creature within 30 feet of it.

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.