b'Ardeodaemon (Fire Daemon) \n'b'  Family:   Daemons  \n'b'  Small   fiend  (daemon),  neutral evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  44 (8d6 + 16)  Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  17 (+3)  CON:  15 (+2)  INT:  11 (+0)  WIS:  15 (+2)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4,  Stealth  +5  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses  blindsight 60 ft.,  darkvision  60 ft., passive  Perception  14  Languages  Abyssal, Common, Infernal, telepathy 60 ft.  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Flame Jump . While the ardeodaemon is within 5 feet of a Small or larger fire, it can use a bonus action to magically  teleport  to an unoccupied space within 5 feet of that fire or any other Small or larger fire within 100 feet. \n'b'  Innate Spellcasting . The ardeodaemon\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  detect evil and good ,  detect magic ,  produce flame  \n'b'  1/day each :  arcane lock ,  knock ,  locate object  \n'b'\n'b'  Magic Resistance . The ardeodaemon has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The ardeodaemon\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) slashing damage, and the target must succeed on a DC 12  Constitution  saving throw or be cursed with ash fever for 1 minute. Objects automatically fail this saving throw. A creature or object with ash fever gains  vulnerability  to fire damage. A creature can use an action to make a DC 12  Wisdom  ( Medicine ) check, ending the effect early on itself or a creature within 5 feet on a success. Remove curse and similar spells also end the effect. \n'b'  Burning Resin (Recharge 5-6) . The ardeodaemon vomits out a glob of burning resin, creating fire within a 5-foot square space within 30 feet. The fire lasts for 1 minute. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 12  Dexterity  saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Flammable items in the area are ignited. \n'b'\n'b' ABOUT \n'b' All daemons seek to make the world less than it is, but none are more keenly focused than ardeodaemons. Believed to be formed from the corrupted souls of those who died in horrific fires, these so-called ash eaters seek opportunities and places where their flames can cause tragic and irreplaceable damage. Fields ready for the harvest, crowded tenement buildings, and busy libraries are favored targets for an ardeodaemon\xe2\x80\x99s arson. If left to their own devices, ardeodaemons scout out their targets for days before acting, finding the best ways to maximize the consequences of a single spark or a concentrated blaze. When not pursuing arson for arson\xe2\x80\x99s sake, ardeodaemons seek out stronger creatures with fire abilities whom they can serve, though always with the hopes of steering their masters toward their own destructive goals. \n'b' Ardeodaemons avoid confrontation if possible, preferring to set fires with their burning resin, stoke the flames long enough that doom is assured, then watch the conflagration from afar. However, an ardeodaemon always finds the will to fiercely attack anyone attempting to douse or suffocate their fires. \n'b' It is telling that the ardeodaemon is a relatively common and lowly daemon, whereas its infernal kin, the puragaus, is one of the most powerful devils in Hell. \n'b' This speaks to the fundamental differences in their origins: A single blaze can claim the lives of many evil mortals who then become ardeodaemons. Conversely, a single arsonist destined to become a puragaus can claim a thousand lives with just one well-placed flame.'