b'Lambent Witchfyre \n'b'  Large   aberration ,  unaligned  \n'b'  Armor Class  15 (natural armor) \n'b' Hit Points  110 (13d10 + 39) \n'b' Speed  20 ft.\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  17 (+3)  INT:  2 (-4)  WIS:  11 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  fire, poison \n'b' Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  poisoned ,  prone  \n'b' Senses  blindsight 60 ft. (blind beyond this radius), passive  Perception  10 \n'b' Languages  \xe2\x80\x93 \n'b' Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Fire Absorption . Whenever the lambent witchfyre is subjected to fire damage, it takes no damage and instead regains a number of  hp  equal to the fire damage dealt. \n'b'  Fire Form . The lambent witchfyre can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the lambent witchfyre or hits it with a  melee attack  while within 5 feet of it takes 5 (1d10) fire damage. In addition, the lambent witchfyre can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. \n'b'  Illumination . The lambent witchfyre sheds bright light in a 30-foot radius and dim light for an additional 30 feet. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The lambent witchfyre makes three blazing touch attacks. \n'b'  Blazing Touch .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 13 (3d6 + 3) 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 5 (1d10) fire damage at the start of each of its turns. If a creature is slain by this  attack , the lambent witchfyre regains  hp  equal to the damage dealt. The body of a creature slain by this  attack  turns to ash, along with any nonmagical items it was wearing or carrying. The creature can be restored to life only by means of a  resurrection  or  wish  spell. \n'b'  Innate Spellcasting . The lava keeper\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 17). It can innately cast the following spells, requiring no material components: \n'b'\n'b'  At will :  move earth ,  stone shape  \n'b'  3/day each :  wall of fire ,  wall of stone  \n'b'  1/day each :  conjure elemental  (earth or fire  elemental  only),  earthquake ,  fire storm  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The lava keeper makes four slam attacks. Alternatively, it can use its Lava Lob twice. \n'b'  Slam .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 25 (4d8 + 7) bludgeoning damage. \n'b'  Lava Lob .  Ranged Weapon Attack : +13 to hit, range 60/240 ft., one target.  Hit : 21 (6d6) fire damage, and the target must succeed on a DC 19  Dexterity  saving throw or take 10 (3d6) fire damage at the start of its next turn. \n'b'  Fumarole (Recharge 5-6) . The crater between the lava keeper\xe2\x80\x99s shoulders erupts in a plume of fire, rock, and toxic smoke. Each creature within 60 feet of the lava keeper must make a DC 19  Constitution  saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and 21 (6d6) fire damage and becomes  poisoned  for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t  poisoned . A  poisoned  target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The eruption surrounds the lava keeper in a 20-foot-radius sphere of smoke, considered heavily obscured until the end of its next turn. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke. \n'b'\n'b' ABOUT \n'b' Inspired by the sight of a fearsome clockwork dragon, some kobolds with an understanding of engineering came together and forged their own dragon-like weapon of great power. Kobolds feel unstoppable when a war machine rolls along beside them, leading them to take bolder (and often more successful), risks.\n'b'\n'b'  A creature of pure blue fire trickles across the cavern floor, burning and devouring all except the stone. \n'b' Though its behavior is similar to oozes that infest subterranean areas, the lambent witchfyre is composed of living blue flame, not protoplasm. Like liquid fire, it flows along the ground, searching for food, which, in the case of the lambent witchfyre, is any organic matter that can burn. \n'b'  Arcane or Alien Origins . The lambent witchfyre\xe2\x80\x99s exact origins are unknown. Some sages speculate that it was an early attempt by a  wizard  to infuse life on the Material Plane with  elemental  essence. \n'b' Others theorize it is the disastrous byproduct of spell experimentation on an extra-planar creature. \n'b' Whatever the truth, these strange beings have multiplied and spread, posing a deadly hazard to those who explore the deep caves of the world. \n'b'  Reproduction . When a lambent witchfyre has consumed enough organic material, it will seek an isolated place in which to reproduce. It then divides itself into two new lambent witchfyres, each starting with half the parent\xe2\x80\x99s  hit points . The offspring then go their separate ways, seeking more life to devour'