Koralk (Harvester Devil)

These fiendish scorpions were shaped by Arbeyach, and remain loyal to their creator even after his fall from power. They have no deeper inner desires or personality, just drone-like subservience as defenders of the Hive and hunters to bring down any external threat. They can also be used as mounts by smaller devils, though they are not careful with their riders and will only do so when properly instructed by a higher ranked devil. With four arms (two with scythe blades for claws and two smaller ones with fingers), and three whipping stingers, they can fend off assaults even when greatly outnumbered, shredding through foes. Their weaker hands can catch and grasp enemies, adding to their barrage of attacks, but far more dangerous is their poison. When injected, it begins breaking down the body, organs swelling, muscles and bones breaking down, and causing a horrific transformation. If the creature dies, its internal tissues reform and absorb its soul, ripping open the skin and a newly created lemure crawls out. These newly created lemures are rounded up by Arbeyach’s followers, added to the hive and over time reshaped into further drones to be useful to the Prince of Swarms.

Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!

Pathfinder 2e

A Pathfinder 2e stat block for the koralk devil. The text is available below this picture.

Koralk (Harvester Devil) Creature 11
Large, Devil, Fiend, Unholy
Perception +22; greater darkvision
Languages Celestial, Common, Draconic, Infernal, telepathy 100 feet
Skills Athletics +22, Intimidation +20, Religion +19, Stealth +20
Str +5, Dex +1, Con +4, Int +0, Wis +0, Cha +1
AC 29; Fort +22, Ref +19, Will +20; +1 status to all saves vs. magic
HP 235; Immunities fire; Resistances physical 12 (except silver), poison 12; Weaknesses holy 10
Speed 35 feet
Melee jaws +22 (magical, unholy), Damage 2d10+15 piercing
Melee scythe limb +22 (agile, magical, reach 10 feet, unholy), Damage 1d12+15 slashing plus Grab
Melee stinger +22 (agile, magical, reach 10 feet, unholy), Damage 1d8+11 piercing plus Koralk Venom
Divine Innate Spells DC 27 ; 5th translocate; 4th translocate (at will);
Divine Rituals DC 27; diabolic pact
Koralk Venom (poison) If a creature dies while affected by this poison, it’s body bursts open and a newly-formed lemure devil crawls out. The creature cannot be raised from the dead by any means while this lemure exists. Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison; Stage 2 2d6 poison; Stage 3 3d6 poison.
Many Limb Assault [2 actions] The koralk makes up to one jaws Strike, two scythe limb Strikes, and three stinger Strikes. Each strike must be against a different target. These attacks count toward the koralk’s multiple attack penalty, which doesn’t increase until all the attacks are complete.

13th Age

A 13th Age stat block for the harvester devil. The text is available below this picture.

Harvester Devil (Koralk)
Large 10th level wrecker [devil]
Initiative: +14
Scythe Limbs +15 vs. AC (2 attacks) – 55 damage.
Natural Even Hit: The harvester devil can grab the target.
Natural 18 or 20: The harvester devil can also make a single stinger attack against the target as a free action.
Stinger +15 vs. AC (3 attacks, each against a different nearby enemy) – 20 damage plus 10 poison damage.
Natural Even Hit: The target also takes 10 ongoing poison damage.
Natural 18 or 20: The target must start making last gasp saves, taking the ongoing damage each time it fails the save. On the fourth failed save, the target dies and its body bursts open, a new lemure crawling out.
Devil’s Due (Harvest): When you choose to add the escalation die to an attack against the harvester devil, the devil deals 1d10 damage to every enemy engaged with it.
Steadfast: The koralk is immune to being confused, dazed, stunned, or weakened as long as it has at least one nearby ally.
Resist Fire 13+.
AC 25 PD 23 MD 22 HP 392

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