Salt Devil

Medium fiend (devil), Lawful Evil

Armor Class

13 (natural armor)

Hit Points

93 (11d8+44)

Speed

walk 30 ft.

Saves

Dex +4, Con +7, Cha +5

Skills

Perception +5, Stealth +4

Damage Resistances

acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Celestial, Common, Gnoll, Infernal, telepathy 120 ft.

Challenge

6

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.