Salt Devil
Salt Devil
Medium fiend, lawful evil
- Armor Class 13 (natural armor)
- Hit Points 93 (11d8+44)
- Speed 30 ft.
- STR
18 (+4) - DEX
13 (+1) - CON
18 (+4) - INT
13 (+1) - WIS
14 (+2) - CHA
15 (+2)
- Saving Throws Dex +4, Con +7, Cha +5
- Skills Perception +5, Stealth +4
- Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
- 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)
- 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.