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monsters/html/tome_of_beasts_2023/kalke-tob1-2023.html
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monsters/html/tome_of_beasts_2023/kalke-tob1-2023.html
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<!DOCTYPE html>
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<head>
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<meta name="viewport" content="user-scalable=yes, width=device-width">
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<meta charset="UTF-8">
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<style>
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body {
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max-width: 700px;
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margin: auto;
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font-size: 18px;
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font-family: sans-serif;
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padding: 10px;
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}
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p, li {
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line-height: 1.5em;
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}
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ul, ol {
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padding-left: 20px;
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margin-left: 0;
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}
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li {
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margin-left: 0; /* Remove margin from li */
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}
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table {
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border-collapse: collapse;
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}
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th, td {
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border: 1px solid black;
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padding: 5px;
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text-align: left;
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}
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</style>
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<title>Kalke</title>
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</head>
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<body>
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<h1>Kalke</h1>
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<p><em>Small</em> <em>Fiend</em> <em>Neutral Evil</em></p>
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<ul>
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<li><strong>Armor Class:</strong> 14 (natural armor)</li>
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<li><strong>Hit Points:</strong> 18 (4d6 + 4)</li>
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<li><strong>Speed:</strong> walk 30 ft.</li>
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<li><strong>Challenge Rating:</strong> 1/4 (50 XP)</li>
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<li><strong>Source:</strong> Tome of Beasts 2023, page 242</li>
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</ul>
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<table>
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<thead>
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<tr>
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<th>STR</th>
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<th>DEX</th>
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<th>CON</th>
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<th>INT</th>
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<th>WIS</th>
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<th>CHA</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>8 (-1)</td>
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<td>14 (+2)</td>
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<td>12 (+1)</td>
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<td>13 (+1)</td>
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<td>7 (-2)</td>
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<td>13 (+1)</td>
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</tr>
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</tbody>
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</table>
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<ul>
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<li><strong>Skills:</strong> Perception +0, Sleight of Hand +4, Stealth +4</li>
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<li><strong>Damage Vulnerabilities:</strong> False</li>
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<li><strong>Damage Immunities:</strong> False</li>
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<li><strong>Damage Resistances:</strong> poison</li>
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<li><strong>Condition Immunities:</strong> False</li>
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<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 10</li>
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<li><strong>Languages:</strong> Abyssal, Common, Infernal</li>
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</ul>
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<h3>Special Abilities</h3>
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<ul>
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<li><strong>Magic Resistance:</strong> The kalke has advantage on saving throws against spells and magical effects.</li>
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<li><strong>Sense Magic:</strong> 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.</li>
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</ul>
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<h3>Actions</h3>
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<ul>
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<li><strong>Slam:</strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.</li>
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<li><strong>Use Magic Item (Recharge 5-6):</strong> 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.</li>
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</ul>
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<h3>Bonus Actions</h3>
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<ul>
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<li><strong>Nimble Escape:</strong> The kalke takes the Disengage or Hide action.</li>
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</ul>
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<p><a href="../../../licensing.html">Licensing</a> – <a href="../../md/tome_of_beasts_2023/kalke-tob1-2023.md">Markdown Format</a></p>
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</body>
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</html>
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