Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Infernal, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Devil’s Sight
Magical darkness does not impair the koralk’s darkvision.
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.
Magic Resistance
The koralk has advantage on saving throws against spells and other magical effects.
Steadfast
The koralk can’t be frightened while it can see an ally within 30 feet of it.
Actions
Bite
+9 to hit, reach 5 ft (1.5 m). Hit: 2d8+5 piercing damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
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.
Scythe
+9 to hit, reach 10 ft (3 m). Hit: 2d10+5 slashing damage.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Stinger
+9 to hit, reach 5 ft (1.5 m). Hit: 1d4+5 plus 2d6 poison damage.
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's venom (see the Harvester Venom trait).
Vestigial Arms
+9 to hit, reach 10 ft (3 m).
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't use its Vestigial Arms on another target.
About Koralk
Koralk is a large fiend with a Challenge Rating of 11. It has a lawful evil alignment.
In combat, this creature maintains an Armor Class of 15 and possesses 136 hit points (derived from 16d10 + 48).
Koralk has communication capabilities including Infernal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Koralk
1 tips available
GM Tips: Using Koralk
When using Koralk in your D&D 5e campaign, consider these tactical approaches:
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Koralk
1 strategies available
Player Guide: Facing Koralk
When your party encounters this creature, keep these strategies in mind:
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 11.
Solo Encounter:
A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 13,200 XP
- Hard: 19,800 XP
- Deadly: 26,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Koralk?
- Koralk has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
- What type of creature is Koralk?
- Koralk is a Large Fiend, which affects how certain spells and abilities interact with it.
- What languages does Koralk speak?
- Koralk can communicate in Infernal, telepathy 120 ft..
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