b'Devil, Salt \n'b'  Family:   Devils  \n'b'  Medium   fiend  (devil),  lawful evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  93 (11d8 + 44)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  13 (+1)  CON:  18 (+4)  INT:  13 (+1)  WIS:  14 (+2)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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 \n'b' SPECIAL TRAITS \n'b'\n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the salt devil\xe2\x80\x99s darkvision. \n'b'  Magic Resistance . The salt devil has advantage on saving throws against spells and other magical effects. \n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The salt devil makes two Scimitar attacks and one Water-Draining Claw attack. \n'b'  Scimitar .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) slashing damage. \n'b'  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\xe2\x80\x99t 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 . \n'b'  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. \n'b'\n'b' ABOUT \n'b' The creature\xe2\x80\x99s skin sparkles with fine salt crystals as it brandishes a scimitar and jagged claws. \n'b'  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. \n'b'  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. \n'b'  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\xe2\x80\x99s servants, preferring to encourage corruption in others. \n'b' Variant: Devil Summoning \n'b' Some salt devils also have the following additional action option that allows them to summon other devils. \n'b'\n'b'  Summon Devil (1/Day) . The salt devil magically calls 1d4 gnolls that are Fiends with the salt devil\xe2\x80\x99s 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.'