# Kalke *Small* *Fiend* *Neutral Evil* - **Armor Class:** 14 (natural armor) - **Hit Points:** 18 (4d6 + 4) - **Speed:** walk 30 ft. - **Challenge Rating:** 1/4 (50 XP) - **Source:** Tome of Beasts 2023, page 242 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 8 (-1) | 14 (+2) | 12 (+1) | 13 (+1) | 7 (-2) | 13 (+1) | - **Skills:** Perception +0, Sleight of Hand +4, Stealth +4 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** poison - **Condition Immunities:** False - **Senses:** darkvision 120 ft., passive Perception 10 - **Languages:** Abyssal, Common, Infernal ### Special Abilities - **Magic Resistance:** The kalke has advantage on saving throws against spells and magical effects. - **Sense Magic:** 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. ### Actions - **Slam:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. - **Use Magic Item (Recharge 5-6):** 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. ### Bonus Actions - **Nimble Escape:** The kalke takes the Disengage or Hide action.