Refuge of the Damned (Su): Through a bizarre clause in the Pact Primeval, harvester devils are magically warded to prevent attacks by all non-outsiders, at least until they strike first. A harvester devil continually gains the benefit of a sanctuary spell; a DC 22 Will save is required to overcome this effect. Outsiders are unaffected by this ability. If a harvester devil attacks any opponent, this ability ceases to function for 1 minute. A non-outsider that succeeds on its save against refuge of the damned takes a -2 penalty on all saves for 1 minute, the cosmic price for breaking the ancient clause that protects harvester devils. The save DC is Charisma-based.
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
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Spell-Like Abilities (CL 9th): At will – disguise self, greater teleport (self plus 50 pounds of gear only); 1/day – mirror image; 3/day – dispel magic (DC 19), vampiric touch (melee touch +14)
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
Infernal Debt (Su): A harvester devil’s ichor-soaked dagger places a powerful curse upon those struck by it. When struck by this weapon, a target must make a successful DC 20 Will save or take a —2 penalty on attack rolls, checks, and saves as feelings of fatigue and sloth overcome him. Multiple attacks with this venom do not stack. This penalty lasts for 24 hours or until the target willingly strikes a good-aligned creature. This attack must deal its full normal damage, though the victim can opt to make an unarmed strike or other similarly ineffectual blow. In any case, he cannot opt to deal less damage than normal, nor can he accept the standard -4 penalty on the attack roll to deal nonlethal damage. The victim feels a strange urge to strike eligible targets to break the curse, and he can feel soothing relief waiting for him if he only gives in to the malevolent whispers that echo in his mind. A remove curse or heal spell rids a victim of the penalties, as well as the urge to do a companion harm. This is a mind-affecting ability, and the save DC is Charisma-based.
Summon Baatezu (Sp): Once per day, a harvester devil can attempt to summon 2d6 lemures with a 50% chance of success or 1d4 bearded devils with a 35% chance of success. This ability is the equivalent of a 3rd-level spell (CL 12th).
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature’s entry).
Harvester Devil (Falxugon) (CR 7) Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful) Alignment : Always lawful evil Initiative: +9(+5 Dex, +4 Improved Initiative); Senses : see in
Shaped by Arbeyach. These fiendish scorpions sprang from the dark imagination of an arch-devil, who twisted them into being from the tormented forms of lemures and demoted devils. The Lord of the Swarm 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 war machine.
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)
Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft.
Koralk resemble enormous scorpions, but with scythe-like forelimbs and triple tails dripping poison, their diabolical origins are obvious.
Large outsider, lawful evil
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. Arbeyach commands an especially large specimen of koralk, called the Grand Annihilator by his devilish troops. The Prince of Swarms has been seen riding it into battle.
- Multiattack. The koralk can make three stinger attacks and two scythe limb attacks. It can also make a bite attack if it has a target grappled.
- Scythe Limb. 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: +7to 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.
- 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.
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.
Devil, Harvester Large outsider, lawful evil Armor Class 15 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 13