Salt Devil

Medium Fiend (devil), lawful evil

Armor Class 13 (natural armor)

Hit Points 93 (11d8+44)

Speed walk +30

Challenge 6

STR
18
+4
DEX
13
+1
CON
18
+4
INT
13
+1
WIS
14
+2
CHA
15
+2

Saving Throws cha +5, con +7, dex +4

Skills stealth +4, perception +5

Damage 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.

Special Abilities

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.

Source: Tome of Beasts · OGL/Open