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5ead/monsters/md/tome_of_beasts_2023/kalke-tob1-2023.md
2025-06-07 07:58:30 -05:00

1.8 KiB

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.