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Coarti Spy

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Elite | Normal | Weak
Proficiency without Level

Weak Coarti SpyCreature 6

Uncommon Medium Devil Fiend Unholy 
Source The Battle of Saringallow pg. 157
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 24 (includes +2 from Uncommon) • Fiend (Religion)
Variant coarti
Perception +15; greater darkvision
Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet, truespeech
Skills Acrobatics +13, Athletics +13, Deception +15, Legal Lore +12, Religion +15
Str +4, Dex +6, Con +2, Int +3, Wis +4, Cha +4
Items +1 dagger
AC 22; Fort +11, Ref +15, Will +13; +1 status to all saves
HP 90; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5 (see blood contract)
Blood Contract When the coarti takes damage from their holy weakness, blood flows freely from their eyes and the contract carved into their skin. They take 1d6 persistent bleed damage and are dazzled as long as the persistent damage continues, but their Despairing Shriek recharges.
Speed 25 feet, fly 40 feet
Melee [one-action] dagger +16 [+11/+6] (magical, unholy, versatile P), Damage 1d6-2+10 slashing plus 1d6-2 spiritMelee [one-action] wing +15 [+11/+7] (agile, unholy, versatile P), Damage 1d6-2+7 bludgeoning plus 1d6-2 fireDivine Innate Spells DC 23 (-4 dmg); 4th darkness, translocate (at will); Constant (5th) truespeech
Rituals DC 23 (-4 dmg); 1st diabolic pact
Despairing Shriek [two-actions] (divine, sonic, unholy) The coarti lets out a terrible cry, dealing 4d6 sonic damage to all creatures in a 30-foot emanation with a DC 23 basic Will save. Holy creatures that fail this save are also frightened 2; this added effect has the emotion, fear, and mental traits. The coarti can't use Despairing Shriek again for 1d4 rounds.Sneak Attack The coarti spy deals an extra 2d6 precision damage to off-guard creatures.Wing Snap [one-action] Frequency once per turn; Effect The coarti makes two wing Strikes, then falls if they're flying. They can't Fly until the end of their turn.

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