Death Burst: When the firesprite dies, it explodes in a burst of chemical fire. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 4 (1d6) fire damage on a failed save, or half as much damage on a successful one. Ambush Leap: When the Firesprite first takes its turn in combat, it can leap an additional 15 feet towards its chosen target. Manipulate Objects: The Firesprite is intelligent enough that it can close doors, open doors, or move objects to create temporary cover.
Firebeam: Makes an attack with 1d4 fire beams with a range of 60 feet in a direction it can see, dealing 1d4+1 fire damage for each beam that successfully hits. After the creature makes this attack, roll 1d6, with it recharging on a 4 to a 6 to be able to use it again. Multi-Attack: The firesprite makes two claw attacks with its appendages, dealing 1d6+1 AP II Slashing damage for each successful attack. Improvised Weapon: The firesprite grabs something in its environment and either throws it at its target or makes two attacks against the target, dealing 1d4+3 AP I Bludgeoning damage for each successful attack.
Retract: The firesprite balls up with its limbs wrapped around its body, protecting it from physical attacks. Temporarily raises Armor Grade to 3. While rolled up, it can move an additional 15 feet per turn until it unravels again. It cannot make attacks until it unravels again. Unravel: The firesprite unravels so it can attack normally. Set the Armor Grade back to 0. Grapple: The firesprite attempts to grapple a target. If additional firesprites are adjacent to the target, the grapple is done with advantage.
Retract: The firesprite balls up with its limbs wrapped around its body, protecting it from physical attacks. Temporarily raises Armor Grade to 3. While rolled up, it can move an additional 15 feet per turn until it unravels again. It cannot make attacks until it unravels again.