Small elemental, Neutral
| Armor Class | 11 |
|---|---|
| Hit Points | 18 (4d6 + 4) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 13 (+1) | 12 (+1) | 8 (-1) | 11 (+0) | 15 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Performance +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | passive Perception 10 |
| Languages | understands the languages of its creator but can't speak |
| Challenge | 1/4 |
When the elemental dies, it explodes in a burst of colored light. Each creature within 5 feet of the elemental must succeed on a DC 11 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) fire damage.
Ranged Attack Roll: +3 to hit, range 30 ft., one target. Hit: 6 (2d4 + 1) cold damage.
The elemental targets one creature it can see within 30 feet of itself. The target must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. The charmed target can repeat the save at the end of each of its turns, ending the effect on itself on a success.