b'Devil, Koralk \n'b'  Large   fiend  (devil),  lawful evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  136 (16d10 + 48)  Speed  40 ft.\n'b' STATS STR: 20 (+5) DEX:  13 (+1)  CON:  17 (+3)  INT:  10 (+0)  WIS:  11 (+0)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +7,  Wis  +4,  Cha  +5  Damage Resistances  cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  10  Languages  Infernal, telepathy 120 ft.  Challenge  11 (7,200 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  does not impair the koralk\xe2\x80\x99s darkvision. \n'b'  Harvester Venom . The koralk produces a potent poison that liquefies the innards of those affected by it. Every hour that elapses after a creature succumbs to this poison, it must succeed on a DC 17  Constitution  saving throw or take 7 (2d6) poison damage, and its  hp  maximum is reduced by that amount. Creatures with  resistance  or immunity to poison or the  poisoned  condition can be affected by this poison. Such creatures have advantage on the saving throw. This potent poison remains within the creature\xe2\x80\x99s body until removed by the  greater restoration  spell or similar magic. If a creature dies while suffering from this poison, it rises as a lemure 1 hour later under the control of the nearest non-lemure devil within 1 mile. \n'b'  Magic Resistance . The koralk has advantage on saving throws against spells and other magical effects. \n'b'  Steadfast . The koralk can\xe2\x80\x99t be  frightened  while it can see an ally within 30 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The koralk makes one Bite  attack , one Scythe attack, and three Stinger attacks. It can replace its Scythe attack with a Vestigial Arms attack. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) piercing damage. \n'b'  Scythe .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 16 (2d10 + 5) slashing damage. \n'b'  Stinger .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 7 (1d4 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 17  Constitution  saving throw or succumb to the devil\xe2\x80\x99s venom (see the Harvester Venom trait). \n'b'  Vestigial Arms .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : If the target is a Medium or smaller creature, it is  grappled  (escape DC 17). Until this grapple ends, the creature is  restrained , and the devil can\xe2\x80\x99t use its Vestigial Arms on another target. \n'b'\n'b' ABOUT \n'b' The fiendish hulk bears features taken from a nightmare scorpion, with three stinging tails and four limbs. It wields a massive scythe. \n'b'  Shaped by Arbeyach . These fiends sprang from the dark imagination of Hell\xe2\x80\x99s Prince of Swarms, Arbeyach, who twisted them into being from lemures and scorpions. Arbeyach shaped the koralk to be annihilators in battle and to gather souls from the fallen, bypassing typical soul collection methods to feed his war machine more quickly. They are sometimes called \xe2\x80\x9charvester devils.\xe2\x80\x9d \n'b'  Transforming Poison . Poison from the koralk\xe2\x80\x99s stingers liquefies the victim\xe2\x80\x99s insides in an agonizing transformation. The creature swells as its organs, muscles, and  skeleton  rapidly break down and reform, transforming the creature into a lemure in a burst of fiendish goo. 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\xe2\x80\x99s. The koralk\xe2\x80\x99s poison can work this transformation on demons, giving Arbeyach\xe2\x80\x99s armies a unique edge. \n'b'  Infernal Mounts . A koralk is strong enough for many devils to ride. They prefer only powerful devils as riders, but they obey their superiors and carry even the lowest of devils into battle if directed. Arbeyach often rides an especially large specimen into battle, called the Grand Annihilator by his devilish troops.'