Armor Class 18 (natural armor)
Hit Points 187 (15d8 + 120)
Speed 30 ft.
Saving Throws Str +11, Dex +9, Con +12, Int +8, Cha +9
Skills Athletics +11, Deception +9, Insight +9, Perception +9
Damage Immunities cold, fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 19
Languages Celestial, Common, Infernal, telepathy 120 ft.
Challenge 12 (8,400 XP)
Devil's Sight. Magical darkness doesn't impede the chort devil's darkvision.
Hellish Weapons. The chort devil's weapon attacks are magical. When the devil hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack).
Magic Resistance. The chort devil has advantage on saving throws against spells and other magical effects.
Multiattack. The chort devil makes one Claw attack and two Ranseur attacks, or it makes four Hurl Flame attacks.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 14 (4d6) fire damage, and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on ability checks and saving throws that use Charisma for 1 hour or until cured by a lesser restoration spell or similar magic.
Ranseur. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 14 (4d6) fire damage.
Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 19 (4d6 + 5) fire damage.
Teleport. The chort devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Spellcasting. The chort devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: charm person, illusory script (as an action)
3/day each: dispel magic, modify memory
1/day: haste