Salt Devil

Medium Fiend, 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 Vulnerabilities False

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 Common, Gnoll, Infernal, telepathy 120 ft.

Special Abilities

Devil's Sight. Magical darkness doesn't impede the salt devil's darkvision.

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

Salt-Encrusted Hide. A creature that touches the salt devil or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage.

Actions

Multiattack. The salt devil makes two Scimitar attacks and one Water-Draining Claw attack.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Water-Draining Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is a creature that isn't a Construct or Undead, it must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. 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 suffers one level of exhaustion.

Teleport (3/Day). The salt devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Summon Devil (1/Day). The salt devil magically calls 1d4 gnolls that are Fiends with the salt devil's damage resistances and immunities. The salt devil has a 25 percent chance of calling one salt devil instead. The called creatures arrive in 1d4 rounds, acting as allies of the devil and obeying its telepathic commands. The creatures remain for 1 hour, until the devil dies, or until the devil dismisses them as a bonus action.

Source: Tome of Beasts 2023 · OGL/Open