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Salt Devil 2014

CR 6 fiend

Medium fiend, lawful evil


Armor Class
13 (natural armor)
Hit Points
93 (11d8+44)
Speed
30 ft.

STR18 (+4)
DEX13 (+1)
CON18 (+4)
INT13 (+1)
WIS14 (+2)
CHA15 (+2)

Saving Throws
Dexterity +4, Constitution +7, Charisma +5
Skills
Perception +5, Stealth +4
Resistances
acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 15
Languages
Celestial, Common, Gnoll, Infernal, telepathy 120 ft.
Challenge
6 (2,300 XP) · Proficiency Bonus +3

Devil's Sight.

Magical darkness doesn't impede the devil's darkvision.

Innate Spellcasting.

the devil's spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:

at will: darkness

1/day each: harm, teleport

Magic Resistance.

The devil has advantage on saving throws against spells and other magical effects.

Variant: Devil Summoning.

Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil

Actions

Multiattack.

The devil makes two scimitar attacks.

Scimitar.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. 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 gains one level of exhaustion.

Environments: Desert

Other versions

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