b'Ash Mephit Remnant \n'b'  Family:   Mephits  \n'b'  Small   elemental ,  neutral evil  \n'b'  Armor Class  12  Hit Points  31 (7d6+7)  Speed  30 ft., fly 30 ft.\n'b' STATS STR: 9 (-1) DEX:  14 (+2)  CON:  13 (+1)  INT:  11 (+0)  WIS:  11 (+0)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +4  Damage Vulnerabilities  radiant  Damage Immunities  fire, necrotic, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  Common, Ignan  Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Death Burst . When an ash mephit remnant dies, it explodes in a burst of coarse ash. Each creature within 5 feet of it must then succeed on a DC 11  Constitution  saving throw or be  blinded  for one minute and take 4 (1d8) points of necrotic damage (half if the save is successful). A  blinded  creature can repeat this save at the end of each of its turns, ending the effect on itself with a success. \n'b'  False Appearance . While an ash mephit remnant remains motionless it is indistinguishable from a pile of normal ashes. \n'b'  False Life (1/Day) . An ash mephit remnant can innately cast upon itself  false life , gaining 11 (1d4+9)  temporary hit points  for an hour. It requires no material components and its spellcasting ability is  Constitution . \n'b'  Drain Life (1/Day) . An ash mephit remnant can innately cast  vampiric touch  (requiring no material components and using  Constitution  as its spellcasting ability). It can inflict 10 (3d6) necrotic damage upon a hit, regaining  hit points  equal to half the amount of necrotic damage dealt. For up to a minute if it maintains concentration the mephit can make the  attack  again on each of its turns as an action. \n'b'  Summon Mephits (1/Day) . An ash mephit remnant has a 25 percent chance of summoning 2 (1d4) ash mephits. Each summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other mephits. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Fists .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d4+2) bludgeoning damage plus 3 (1d6) necrotic damage. \n'b'  Ash Breath (Recharge 6) . An ash mephit remnant can exhale a 20-foot cone of ash. Each creature in that area must succeed on a DC 12  Dexterity  saving throw or be  blinded  until the end of the Mephit\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Ash mephit remnants look much like their lesser cousins but are a bit larger and constantly have patches of residue sloughing off their hides, revealing glowing red arcane runes beneath them. These ugly little monsters are drawn to particularly dismal places like ruined forges, abandoned crematoria, and once-great buildings destroyed by fire. They speak Common and Ignan.'