b'Mephit, Salt \n'b'  Family:   Mephits  \n'b'  Small   elemental ,  neutral evil  \n'b'  Armor Class  12  Hit Points  27 (6d6 + 6)  Speed  30 ft., fly 30 ft.\n'b' STATS STR: 13 (+1) DEX:  15 (+2)  CON:  12 (+1)  INT:  6 (-2)  WIS:  11 (+0)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +4  Damage Immunities  poison  Condition Immunities   poisoned   Senses  darkvision 60 ft., passive  Perception  12  Languages  Terran  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'\n'b'  Death Burst . When the mephit dies, it explodes in a burst of salt crystals. Each creature within 5 feet of the mephit must succeed on a DC 11  Dexterity  saving throw or take 2 (1d4) slashing damage and be  poisoned  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Dehydrate  (1/day). The mephit draws moisture from an area centered on itself. Living creatures within a 20-foot radius of the mephit must succeed on a DC 11  Constitution  saving throw or take 9 (2d8) necrotic damage. Plant creatures and magical plants make the saving throw with disadvantage, and the effect does maximum damage to them if they fail. Nonmagical plants within the area simply wither and die. \n'b'\n'b' Actions \n'b'\n'b'  Claws .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage. \n'b'  Salt Breath  (recharge 6). The mephit exhales a spray of salt crystals in a 15-foot cone. Each creature in the area must succeed on a DC 11  Constitution  saving throw or be  poisoned  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' Salt mephits are commonly found on the Plane of Earth. These mephits are cruel and aloof.'