b'Forge Wight \n'b'  Tiny   elemental  (titanspawn),  neutral evil\n'b' STATS STR: 5 (-3) DEX:  14 (+2)  CON:  10 (+0)  INT:  6 (-2)  WIS:  10 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Armor Class  12  Hit Points  22 (5d8)  Speed  0 ft. (40 ft.; forge bound)  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  fire, poison  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained , unconscious  Senses   darkvision  60 ft., passive  Perception  10  Languages  Primordial (Ignan), Titan Speech  Challenge  1/4 (50 XP) \n'b' Special Traits \n'b'\n'b'  Fire Form . The forge wight can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the forge wight or hits it with a  melee attack  while within 5 feet of it takes 3 (1d6) fire damage. \n'b'  Forge Bound . The forge wight is bound to its forge and cannot leave that location. If the forge is very large, then the wight can move its normal speed of 40 feet within the confines of the forge, but it cannot leave the forge itself. \n'b'  Illumination . The forge wight sheds bright light in a 10-foot radius and dim light out in an additional 10 feet. \n'b'  Water Susceptibility . For every gallon of water splashed on the forge wight, it takes 1d4 cold damage. \n'b'\n'b' Actions \n'b'\n'b'  Touch .  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : 4 (1d4 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns. \n'b'  Heat Metal . The forge wight chooses a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that it can see within 60 feet. The object glows red-hot. Any creature in physical contact with the object takes 9 (2d8) fire damage. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 12  Constitution  saving throw or drop the object if it can. If it doesn\xe2\x80\x99t drop the object, the creature has disadvantage on attack rolls and ability checks until the start of the forge wight\xe2\x80\x99s next turn. \n'b'\n'b' Tactics \n'b' The forge wight strikes out by using  heat metal  liberally on the gear of any who approach without making the proper obeisance. It can never leave its forge, but if a target gets close enough, the wight attacks. \n'b' Description \n'b' Forge wights (a misnomer, for they are not undead spirits) are elemental creatures trapped in cold forges abandoned by the ages, eager to lash out at any unwary soul that passes too close. They appear as an eerily flickering tongue of pale, ghostly flame dancing in the otherwise cold forge. \n'b' The forge wight uses heat to torment and kill its victims. It vents its anger on any mortal that stays within range, but can be placated momentarily if hot coals or the like are tossed into the forge. As soon as the coals die out, however, the spirit resumes its attacks, likely angrier than before.'