Small elemental, Neutral Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 22 (5d6 + 5) |
| Speed | 30 ft., fly 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 14 (+2) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Perception +2, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | fire; poison |
| Condition Immunities | poisoned |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | Common, Elvish |
| Challenge | 1/4 |
When Jalynvyr Nir'Thinn dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is Vision and Light. Wind disperses the cloud, which otherwise lasts for 1 minute.
Melee Attack Roll: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Jalynvyr Nir'Thinn exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of Jalynvyr Nir'Thinn's next turn.
Jalynvyr Nir'Thinn can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.
At will: dancing lights