b'Mephit, Wind \n'b'  Family:   Mephits  \n'b'  Small   elemental ,  neutral  \n'b'  Armor Class  10  Hit Points  21 (6d6)  Speed  30 ft., fly 30 ft.\n'b' STATS STR: 5 (-3) DEX:  11 (+0)  CON:  10 (+0)  INT:  11 (+0)  WIS:  10 (+0)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  Auran  Challenge  \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Death Burst . When the mephit dies, it explodes in a burst of wind. Each creature within 5 feet of the mephit must succeed on a DC 10  Dexterity  saving throw or take 3 (1d6) bludgeoning damage and be pushed 15 feet away. \n'b'  Innate Spellcasting (1/Day) . The mephit can innately cast  blur , requiring no material components. Its innate spellcasting ability is  Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +2 to hit, reach 5 ft., one creature.  Hit : 2 (1d4) slashing damage plus 2 (1d4) magical slashing damage. \n'b'  Wind Breath (Recharge 6) . The mephit exhales a 15-foot cone of air. Each creature in that area must make a DC 10  Dexterity  saving throw, taking 3 (1d6) bludgeoning damage and being pushed 15 feet away on a failed save, or half as much damage and not pushed on a successful one. \n'b'\n'b' ABOUT \n'b' Mephits are elemental creatures, called from their primordial plane and given shape. They are roughly humanoid in form, with impish features such as wings, claws or horns. They are creatures inseparable from their elemental nature, and personify the temperament of their quintessential environments.'