Devil, Salt

Medium fiend (devil), lawful evil

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

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 that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Celestial, Common, Gnoll, Infernal, telepathy 120 ft.
Challenge 6 (2,300 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:


  • 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 must make a DC 15 Constitution saving throw, taking 5 (1d10) necrotic damage on a failure or half as much on a success. 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.
Section 15: Copyright Notice

Adventures in Tehuatl, © 2020, Frog God Games; Authors Tom Knauss, Tim Hitchcock, and Rob Manning

This is not the complete section 15 entry - see the full license for this page