Salt Devil

Tome of Beasts (Third Party)

Size
Medium
Type
fiend (devil)
Alignment
lawful evil
AC
13 (natural armor)
Hit Points
93 (11d8+44)
Speed
walk 30 ft.
Saving Throws
Dex +4, Con +7, Cha +5
Skills
Perception +5, Stealth +4
Resistances
acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
15
Languages
Celestial, Common, Gnoll, Infernal, telepathy 120 ft.
Challenge
6
Lineage
Devil
STR
18
+4
DEX
13
+1
CON
18
+4
INT
13
+1
WIS
14
+2
CHA
15
+2

Traits

Devil's Sight

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

Magic Resistance

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

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

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.

Other data

description