15 (studded leather)
78 (12d8 + 24)
walk 30 ft.
Dex +6, Int +4
Acrobatics +6, Deception +3, Perception +3, Stealth +9
poison, fire
darkvision 60 ft.
Thieves' cant plus any two languages, Infernal
8
+3
During its first turn, Koris has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Koris scores against a surprised creature is a critical hit.
If Koris is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Koris instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Koris's innate spellcasting ability is Charisma (spell save DC 11). Koris can innately cast the following spells, requiring no material components: • At will: thaumaturgy • 1/Day each: darkness, hellish rebuke
Koris deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Koris that isn't incapacitated and Koris doesn't have disadvantage on the attack roll.
Koris makes two shortsword attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.