Salt Devil
- Size
- Medium
- Type
- Fiend
- Challenge Rating
- 6
- Source
- Tome of Beasts
- Alignment
- Lawful-Evil
- Armor Class
- 13
- Speeds
- 30
- Walking Speed
- 30
- Strength Score
- 18
- Dexterity Score
- 13
- Constitution Score
- 18
- Intelligence Score
- 13
- Wisdom Score
- 14
- Charisma Score
- 15
- Saving Throws
- Dexterity, Constitution, Charisma
- Skill Proficiencies
- Perception, Stealth
- Vision
- Darkvision (120ft)
- Languages Ref
- Celestial, Common, Gnoll, Infernal, telepathy 120 ft.
- Hit Points
- 93
- Condition Immunities
- Poisoned
- Resistances
- Resistant to Acid Damage, Resistant to Cold Damage, Resistant to Non-Magical Damage, Immune to Fire Damage, Immune to Poison Damage
- Languages
- Celestial, Aethyrian Common, Gnollish, Infernal, Telepathy (120ft)
Medium fiend (devil), 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 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.
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.
Description
“They led that caravan without mercy or kindness. If you fell or stumbled, they struck you, making your tongue feel as sand or your body ache with pain, then laughed, telling you to get up. And once we arrived, gods, they had us take the tools from the dead, withered hands of the last slaves, and start digging.” He took a drink from his waterskin, as if just the memory made him thirsty.
Sparkly Crystals. Salt devils have sharp, crystalline teeth, sparkling skin studded with fine salt crystals, and long claws that leave jagged, burning wounds. They can also fight with saltencrusted blades seemingly forged from thin air.
Servants of Mammon. Salt devils claim to serve Mammon, and they often ally with gnolls and slavers with whom they seek out oases to use as ambush sites or just to poison the water.
Slavers and Corruptors. Salt devils create slave markets and salt mines, where they thrive on the misery of those indentured into their service. They detest summoning peers during combat because they hate being indebted to another devil. They prefer to forge alliances with mortals when partners are needed for an endeavor, and they are less grasping and greedy than one might expect of Mammon’s servants, preferring to encourage corruption in others.
Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.