# Salt Devil *Medium* *Fiend* *Lawful Evil* - **Armor Class:** 13 (natural armor) - **Hit Points:** 93 (11d8 + 44) - **Speed:** walk 30 ft. - **Challenge Rating:** 6 (2,300 XP) - **Source:** Tome of Beasts 2023, page 100 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 18 (+4) | 13 (+1) | 18 (+4) | 13 (+1) | 14 (+2) | 15 (+2) | - **Saving Throws**: Dex +4, Con +7, Cha +5 - **Skills:** Perception +5, Stealth +4 - **Damage Vulnerabilities:** False - **Damage Immunities:** fire, poison - **Damage Resistances:** acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - **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.