b'Mephit, Tar \n'b'  Family:   Mephits  \n'b'  Small   elemental ,  neutral evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  18 (4d6 + 4)  Speed  30 ft., fly 30 ft.\n'b' STATS STR: 11 (+0) DEX:  15 (+2)  CON:  12 (+1)  INT:  6 (-2)  WIS:  11 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Senses   darkvision  60 ft., passive  Perception  10  Languages  Common  Challenge  1 (200 XP) \n'b' Special Traits \n'b'\n'b'  Death Burst . When the  mephit  dies, it explodes in a burst of scalding tar. Each creature within 5 feet of it must make a DC 11  Dexterity  saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'  False Appearance . While the  mephit  remains motionless, it is indistinguishable from an ordinary bubbling puddle of tar. \n'b'  Innate Spellcasting (1/day) . The  mephit  can innately cast tar arrow (as  acid arrow  but with fire damage) (spell save DC 10, +2 to hit with spell attacks), requiring no material components. Its innate spellcasting ability is  Charisma . \n'b'\n'b' Actions \n'b'\n'b'  Claws .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) slashing damage plus 2 (1d4) fire damage. \n'b'  Tar Breath . The  mephit  exhales a 15-foot cone of scalding tar. Each creature in that area must make a DC 11  Dexterity  saving throw or take 7 (2d6) fire damage and its speed is reduced by 10 feet until the end of the creature\xe2\x80\x99s next turn. The creature takes half as much damage on a successful save and does not suffer a reduction in speed.'