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Kalke 2014

CR 1/4 fiend

Small fiend, Neutral Evil


Armor Class
14 (natural armor)
Hit Points
18 (4d6 + 4)
Speed
30 ft.

STR8 (-1)
DEX14 (+2)
CON12 (+1)
INT13 (+1)
WIS7 (-2)
CHA13 (+1)

Saving Throws
Skills
Perception +0, Stealth +4
Resistances
poison
Senses
darkvision 120 ft., passive Perception 10
Languages
Abyssal, Common, Infernal
Challenge
1/4 (50 XP) · Proficiency Bonus +2

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.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details