Kalke
Small Fiend, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 18 (4d6 + 4)
Speed walk +30
Challenge 1/4
Skills Stealth +4, Perception +0, Sleight of Hand +4
Damage Vulnerabilities False
Damage Resistances poison
Damage Immunities False
Condition Immunities False
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common, Infernal
Special Abilities
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.
Source: Tome of Beasts 2023 · OGL/Open