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)

Damage Immunities

fire, poison

Damage Resistances

acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Condition Immunities

poisoned

Senses

darkvision 120 ft., passive Perception 15

Saving Throws

Dex +4, Con +7, Cha +5

Skills

Perception +5, Stealth +4

Languages

Celestial, Common, Gnoll, Infernal, telepathy 120 ft.

Challenge

6 (2300 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.

medium
fiend
cr6
tome-of-beasts