b'Devil, Crystalline \n'b'  Family:   Devils  \n'b'  Medium   fiend  (devil),  lawful evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  102 (12d8 + 48)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  12 (+1)  CON:  18 (+4)  INT:  14 (+2)  WIS:  13 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +4,  Cha  +5  Skills   Deception  +8,  Insight  +4,  Stealth  +7  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  11  Languages  Celestial, Common, 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 crystalline devil\xe2\x80\x99s darkvision. \n'b'  False Appearance (Gemstone Form Only) . While the devil remains motionless, it is indistinguishable from an ordinary gemstone. \n'b'  Glittering Temptation (Gemstone Form Only) . The devil sheds dim light in a 5-foot radius. Each creature that starts its turn within 30 feet of the devil and that can see it must succeed on a DC 15  Wisdom  saving throw or be  charmed  for 1 minute. While  charmed , a creature is  incapacitated  and must move on its turn toward the devil by the safest route, trying to get within 5 feet of the devil to hold it. The  charmed  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is also immune to this devil\xe2\x80\x99s Glittering Temptation for the next 24 hours. A creature  charmed  by the devil has disadvantage on the saving throw against Crystalline Spray. \n'b'  Magic Resistance . The crystalline devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The devil makes three Claw attacks. \n'b'  Shard Claw (Fiend Form Only) .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) slashing damage. \n'b'  Crystalline Spray (Recharge 5\xe2\x80\x936) . The crystalline devil sprays a burst of crystal shards. Each creature within 15 feet of the devil must make a DC 15  Dexterity  saving throw, taking 27 (6d8) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Betraying Carbuncle . The crystalline devil magically transforms into a Small or smaller gemstone or back into its true form, which is a Fiend. Its statistics, other than its size, are the same in each form, except it can\xe2\x80\x99t move or speak when in its gemstone form. Any equipment it is wearing or carrying transforms with it. It reverts to its true from if it dies. \n'b'\n'b' ABOUT \n'b' This gem-encrusted devil grins with jagged teeth and bares claws as sharp as glass. \n'b'\n'b'  Gem-Coated . Crystalline devils resemble gem-coated humanoids with cruel, twisted faces, jagged teeth, and terrible talons like shards of broken glass. Their feet, however, are soft and bare, allowing them to pad along in silence as they seek a favorable spot to assume gem form. \n'b'  Winking Jewels . In its treasure form, a crystalline devil resembles a sparkling jewel, glowing with a warm inner light. It seeks to catch the eye of an unwary creature whose mind it might corrupt to greed and murder. If its identity is discovered in gem form, it reassumes its normal form and attacks. \n'b'  Passed Along . After insinuating themselves into groups, crystalline devils encourage betrayal and murder, then persuade a host to pass on their treasure as atonement for their crimes. \n'b'\n'b' Variant: Devil Summoning \n'b' Some crystalline devils also have the following additional action option that allows them to summon other devils. \n'b'\n'b'  Summon Devil (1/Day) . The crystalline devil magically calls one jewel-encrusted, fiendish animated armor that has the crystalline devil\xe2\x80\x99s damage resistances and immunities. The crystalline devil has a 25 percent chance of calling one crystalline devil instead. The called creature arrives in 1d4 rounds, acting as an ally of the devil and obeying its telepathic commands. The creature remains for 1 hour, until the devil dies, or until the devil dismisses it as a bonus action.'