Salt Devil
Medium fiend, lawful evil
Armor Class
13 (natural armor)
Hit Points
93 (11d8 + 44)
Speed
30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
15 (+2)
Damage Immunities
fire, poison
Damage Resistances
acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 15
Saving Throws
Dex +4, Con +7, Cha +5
Skills
Perception +5, Stealth +4
Languages
Celestial, Common, Gnoll, Infernal, telepathy 120 ft.
Challenge
6 (2300 XP)
Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The devil’s spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:
At will: darkness
1/day each: harm, teleport
Variant: Devil Summoning. Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil
Actions
Multiattack. The devil makes two scimitar attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. 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 gains one level of exhaustion.