b'Torch Mimic \n'b'  Family:   Mimic  \n'b'  Tiny   monstrosity ,  neutral  \n'b'  Armor Class  12  Hit Points  21 (6d4 + 6)  Speed  0 ft., fly 30 ft. (hover)\n'b' STATS STR: 7 (\xe2\x80\x932) DEX:  15 (+2)  CON:  13 (+1)  INT:  6 (\xe2\x80\x932)  WIS:  12 (+1)  CHA:  8 (\xe2\x80\x931)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +4  Damage Resistances  fire Senses passive  Perception  11  Languages  understands Common but can\xe2\x80\x99t speak  Challenge  1/2 (100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  False Appearance . While the torch mimic remains motionless, it is indistinguishable from an ordinary torch. \n'b'  Fiery Soul . The torch mimic can ignite or extinguish the fire that crowns its head as a bonus action. While ignited, the torch mimic sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Whenever a torch mimic is subjected to an effect that would extinguish its flames against its will, such as being submerged or in the area of the  create or destroy water  or  gust of wind  spells, the torch mimic must succeed on a DC 11  Constitution  saving throw or fall  unconscious  until it takes damage or someone uses an action to wake it. If the effect is nonmagical, the torch mimic has advantage on the saving throw. \n'b'  Regeneration . The torch mimic regains 2  hp  at the start of its turn. If the torch mimic takes cold damage, this trait doesn\xe2\x80\x99t function at the start of the torch  mimic\xe2\x80\x99s  next turn. The torch mimic dies only if it starts its turn with 0  hp  and doesn\xe2\x80\x99t  regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) piercing damage. \n'b'  Fire Blast .  Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target.  Hit : 7 (2d4 + 2) fire damage. \n'b'\n'b' ABOUT \n'b' As the seemingly mundane torch is sparked, two drowsy eyes open, staring momentarily before it bursts into flames. \n'b' Torch mimics were originally bred by a  wizard  who grew tired of carrying torches through dungeons and dark forests. \n'b' Adventurers often discover them by accident, mistaking them for ordinary torches. \n'b'  Surprise Attackers . Torch mimics often lash out at those who dare hold them, biting their victims\xe2\x80\x99 hands with splinterlike teeth. Once dropped, torch mimics launch fiery blasts at their assailants in hopes of driving the creatures away. \n'b'  Familiar Shape . While torch mimics are not shapechangers, adventurers have taken to calling these creatures mimics because of their resemblance to torches\xe2\x80\x94and because they lash out from a dormant state, surprising the unsuspecting adventurers. \n'b'  Reluctant Guides . Torch mimics have a basic understanding of Common, and some can even speak a few words or short sentences. Because of this, they can be reasoned with, and cunning adventurers have tricked, bribed, or convinced torch mimics to escort them through dungeons. \n'b' Familiar \n'b' Some torch mimics are willing to serve spellcasters as a familiar. \n'b' Creatures of comfort and companionship, torch mimics prefer spellcasters who spend time with them and feed them twigs, scraps of cloth, and other small flammable objects. Torch mimic familiars have the following trait. \n'b' The torch mimic can serve another creature as a familiar, forming a magic,  telepathic bond  with that willing companion. While the two are bonded, the companion can sense what the torch mimic senses if they are within 1 mile of each other. When the companion uses an action to see and hear through the torch  mimic\xe2\x80\x99s  senses, the companion can also speak through the torch mimic, projecting its voice directly through the torch mimic or giving it an echo-like quality to make the source indeterminable. \n'b' At any time and for any reason, the torch mimic can end its service as a familiar, ending the  telepathic bond .'