b'Mephit, Fire \n'b'  Family:   Mephits  \n'b'  Small   elemental ,  neutral  \n'b'  Armor Class  11  Hit Points  22 (5d6 + 5)  Speed  30 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX:  12 (+1)  CON:  12 (+1)  INT:  7 (-2)  WIS:  10 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +3  Damage Vulnerabilities  cold  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  Ignan  Challenge  \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  A Death Burst . When the mephit dies, it explodes in a burst of flames. Each creature within 5 feet of it must make a DC 11  Dexterity  saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'  False Appearance . While the mephit remains motionless, it is indistinguishable from an ordinary fire. \n'b'  Innate Spellcasting (1/Day) . The mephit can innately cast  heat metal  (spell save DC 10), requiring no material components. Its innate spellcasting ability is  Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +3 to hit, reach 5 ft., one creature.  Hit : 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. \n'b'  Fire Breath (Recharge 6) . The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11  Dexterity  saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage 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.'