Coarti
Creature 7 — devil, fiend, unholy
CrasherWeaverLANDAERIALfiendunholy
The burning-winged coartis are marked by the onerous contracts they agreed to and bound to Hell by the machinations of a legalistic devil, usually a phistophilus. Some coartis are truly a type of fallen celestial, those trapped in horrible agreements for the greater good or due to grievous errors in judgment, but most arise from mortal souls that were on the path to become celestials yet were contractually bound to Hell. Coartis serve in public roles as messengers and personal attendants to demo
Source: pathfinder-monster-core
Perception +17; greater-darkvision
Languages common, diabolic, draconic, empyrean; Telepathy 100 feet, Truespeech
Skills acrobatics +15, athletics +15, deception +17, Legal Lore +14, religion +17
Str
+4
Dex
+6
Con
+2
Int
+3
Wis
+4
Cha
+4
Items Morningstar
AC 24
Fort +13
Ref +17
Will +15
+1 status to all saves vs. magic
HP 110
Immunities fire
Resistances physical (except silver) 5, poison 5
Weaknesses holy 5
Speed 25 feet, fly 40 feet
Offense
Melee Morningstar (magical, unholy, versatile-p) +18, Damage 1d6+10 bludgeoning plus 1d6 spirit
Melee Wing (agile, unholy, versatile-p) +17, Damage 1d6 fire plus 1d6+7 bludgeoning
Abilities
Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Telepathy 100 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic —
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.
Despairing Shriek (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 25 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.
The coarti can't use Despairing Shriek again for 1d4 rounds.
Wing Snap — Frequency once per turn
Effect The coarti makes two wing Strikes, then falls if it's flying. It can't Fly until the end of its turn.
Effect The coarti makes two wing Strikes, then falls if it's flying. It can't Fly until the end of its turn.
Divine Innate Spells DC 25, attack +17
5th Truespeech (Constant)
4th Translocate (At Will)
2nd Darkness
WORKS WELL WITH
AnvilLAND / AERIALA durable ally anchors the front while the coarti dives in for burst area fear damage.
SniperLAND / AERIALRanged support exploits Frightened targets left Off-Guard.
SnareLANDA controller keeps grounded targets from escaping the shriek's emanation.
PUNISHES
✖ clumping✖ low Will saves✖ holy alignment reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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