b'Mephit, Air \n'b'  Family:   Mephits  \n'b'  Small   elemental ,  neutral evil  \n'b'  Armor Class  13  Hit Points  21 (6d6)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 11 (+0) DEX:  17 (+3)  CON:  10 (+0)  INT:  6 (-2)  WIS:  11 (+0)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +5  Damage Immunities  poison  Condition Immunities   poisoned   Senses  darkvision 60 ft., passive  Perception  12  Languages  Auran  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'\n'b'  Death Burst . When the mephit dies, it explodes in a burst of wind. Each creature within 5 feet of the mephit must succeed on a DC 11  Dexterity  saving throw or take 2 (1d4) bludgeoning damage and be forced\xc2\xa0 prone . \n'b'  Innate Spellcasting  (1/day). The mephit\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 12). The mephit can innately cast  blur , requiring no material components. \n'b'\n'b' Actions \n'b'\n'b'  Claws .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 5 (1d4 + 3) slashing damage. \n'b'  Wind Breath  (recharge 6). The mephit exhales air in a 15-foot cone. Each creature in the area must succeed on a DC 11  Strength  saving throw or be pushed up to 5 feet away and forced\xc2\xa0 prone . \n'b'\n'b' About \n'b' Air mephits are commonly found on the Plane of Air. These mephits are whimsical and prone to distraction.'