Devil, Salt

Family: Devils

Medium fiend (devil), lawful evil

Armor Class 13 (natural armor)
Hit Points 93 (11d8 + 44)
Speed 30 ft.

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 Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Common, Gnoll, Infernal, telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • 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.

ABOUT

The creature’s skin sparkles with fine salt crystals as it brandishes a scimitar and jagged claws.

Sparkly Crystals. Salt devils have sharp, crystalline teeth, sparkling skin studded with fine salt crystals, and long claws that leave jagged, burning wounds. They can also fight with salt-encrusted blades seemingly forged from thin air.

Servants of Mammon. Salt devils claim to serve the devil-god Mammon. They often ally with gnolls and slavers with whom they seek out oases to use as ambush sites or just to poison the water.

Slavers and Corruptors. Salt devils create slave markets and salt mines, where they thrive on the misery of those indentured into their service. They often forge alliances with mortals when partners are needed for an endeavor, and they are less grasping and greedy than one might expect of Mammon’s servants, preferring to encourage corruption in others.

Variant: Devil Summoning

Some salt devils also have the following additional action option that allows them to summon other devils.

  • 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.
Section 15: Copyright Notice

Tome of Beasts 1 ©2023 Open Design LLC; Authors: Daniel Kahn, Jeff Lee, and Mike Welham.

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