Salt Devil
Medium Fiend Lawful Evil
- Armor Class: 13 (natural armor)
- Hit Points: 93 (11d8 + 44)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Tome of Beasts 2023, page 100
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
13 (+1) |
18 (+4) |
13 (+1) |
14 (+2) |
15 (+2) |
- Saving Throws: Dex +4, Con +7, Cha +5
- Skills: Perception +5, Stealth +4
- Damage Vulnerabilities: False
- Damage Immunities: fire, poison
- Damage Resistances: acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 15
- Languages: Common, Gnoll, Infernal, telepathy 120 ft.
Special Abilities
- Devil's Sight: Magical darkness doesn't impede the salt devil's darkvision.
- Magic Resistance: The salt devil has advantage on saving throws against spells and other magical effects.
- Salt-Encrusted Hide: A creature that touches the salt devil or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage.
Actions
- Multiattack: The salt devil makes two Scimitar attacks and one Water-Draining Claw attack.
- Scimitar: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
- Water-Draining Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is a creature that isn't a Construct or Undead, it must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. Plants, Oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also suffers one level of exhaustion.
- Teleport (3/Day): The salt devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
- Summon Devil (1/Day): The salt devil magically calls 1d4 gnolls that are Fiends with the salt devil's damage resistances and immunities. The salt devil has a 25 percent chance of calling one salt devil instead. The called creatures arrive in 1d4 rounds, acting as allies of the devil and obeying its telepathic commands. The creatures remain for 1 hour, until the devil dies, or until the devil dismisses them as a bonus action.
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