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<title>Salt Devil</title>
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<body>
<h1>Salt Devil</h1>
<p><em>Medium</em> <em>Fiend</em> <em>Lawful Evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 13 (natural armor)</li>
<li><strong>Hit Points:</strong> 93 (11d8 + 44)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 100</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>18 (+4)</td>
<td>13 (+1)</td>
<td>18 (+4)</td>
<td>13 (+1)</td>
<td>14 (+2)</td>
<td>15 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +4, Con +7, Cha +5</li>
<li><strong>Skills:</strong> Perception +5, Stealth +4</li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> fire, poison</li>
<li><strong>Damage Resistances:</strong> acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 15</li>
<li><strong>Languages:</strong> Common, Gnoll, Infernal, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Devil's Sight:</strong> Magical darkness doesn't impede the salt devil's darkvision.</li>
<li><strong>Magic Resistance:</strong> The salt devil has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Salt-Encrusted Hide:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The salt devil makes two Scimitar attacks and one Water-Draining Claw attack.</li>
<li><strong>Scimitar:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.</li>
<li><strong>Water-Draining Claw:</strong> 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.</li>
<li><strong>Teleport (3/Day):</strong> 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.</li>
<li><strong>Summon Devil (1/Day):</strong> 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.</li>
</ul>
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