18 (natural armor)
187 (15d8+120)
walk 30 ft.
Str +11, Dex +9, Con +12, Int +8, Cha +9
Athletics +11, Deception +9, Insight +9, Perception +9
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
cold, fire, poison
poisoned
darkvision 120 ft.
Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)
12
Magical darkness doesn't impede the devil's darkvision.
The devil has advantage on saving throws against spells and other magical effects.
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
The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.
Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage.