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Kalke

Small · Fiend · CR 1/4 · Neutral Evil

Armor Class
14 (natural armor)
Hit Points and Hit Dice
18 (4d6 + 4)
Challenge Rating CR
1/4

Ability Scores

Core attributes and their modifiers.

STR
8
-1
DEX
14
+2
CON
12
+1
INT
13
+1
WIS
7
-2
CHA
13
+1

Overview

Category Monsters
Size Small
Type Fiend
Alignment Neutral Evil
XP 50
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 10

Skills

Perception +0 Stealth +4

Languages

Abyssal, Common, Infernal

Resistances & Immunities

Damage Resistances
poison

Traits

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

+4 to hit, reach 5 ft (1.5 m). Hit: 1d4+2 bludgeoning damage.

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.

About Kalke

Kalke is a small fiend with a Challenge Rating of 1/4. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 18 hit points (derived from 4d6 + 4).

Kalke has communication capabilities including Abyssal, Common, Infernal. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Kalke

2 tips available

When using Kalke in your D&D 5e campaign, consider these tactical approaches:

  • Minion Strategy: Use as scouts or minions for larger threats
  • Group Tactics: Group 3-4 together to pose a moderate threat

Player Guide: Facing Kalke

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Easy Target: This creature is weak - focus on other threats
  • Group Threat: Multiple can be dangerous - use area attacks

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 31 XP
  • Hard: 46 XP
  • Deadly: 62 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Kalke?
Kalke has a Challenge Rating of 1/4, making it appropriate for parties of level 0.25.
What type of creature is Kalke?
Kalke is a Small Fiend, which affects how certain spells and abilities interact with it.
What languages does Kalke speak?
Kalke can communicate in Abyssal, Common, Infernal.

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