Kalke
Small Fiend Neutral Evil
- Armor Class: 14 (natural armor)
- Hit Points: 18 (4d6 + 4)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: Tome of Beasts 2023, page 242
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
14 (+2) |
12 (+1) |
13 (+1) |
7 (-2) |
13 (+1) |
- Skills: Perception +0, Sleight of Hand +4, Stealth +4
- Damage Vulnerabilities: False
- Damage Immunities: False
- Damage Resistances: poison
- Condition Immunities: False
- Senses: darkvision 120 ft., passive Perception 10
- Languages: Abyssal, Common, Infernal
Special Abilities
- Magic Resistance: The kalke has advantage on saving throws against spells and magical effects.
- Sense Magic: The kalke senses magic within 120 feet of it at will and can sense the general direction of spells being cast within 1 mile of it. This trait otherwise works like the detect magic spell but isn't itself magical.
Actions
- Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
- Use Magic Item (Recharge 5-6): The kalke activates a magic item in its possession and can ignore all class, race, and level requirements on the item. The kalke must make a DC 11 Intelligence saving throw. On a success, the item activates normally. On a failure, the item doesn't activate and can't be used again until the next dawn. If the kalke fails the saving throw by 5 or more, it causes a magical backlash. Each creature within 5 feet of the kalke, including the kalke, must make a DC 11 Dexterity saving throw, taking 5 (2d4) force damage on a failed save, or half as much damage on a successful one.
Bonus Actions
- Nimble Escape: The kalke takes the Disengage or Hide action.
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