Mephits
Dust Mephit
Composed of earth and air, dust mephits are drawn to catacombs and find death morbidly fascinating.
Armor Class | 12 | ||
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Hit Points | 5d6 | ||
Speed | 30 ft. | Fly 30ft. | |
Strength | 5 (-3) | ||
Dexterity | 14 (+2) | ||
Constitution | 10 (+0) | ||
Intelligence | 9 (-1) | ||
Wisdom | 11 (+0) | ||
Charisma | 10 (+0) | ||
Skills | Perception d20+2 | Stealth d20+4 | |
Damage Vulnerabilities | Fire | ||
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Darkvision 60ft. | Passive Perception 12 | |
Languages | Auran | Terran | |
Challenge | 1/ 2 (100 XP) | ||
Special 1 | Death Burst | When the mephit dies, it explodes in a burst of dust. | Each creature within 5 feet of it must then succeed on |
a DC 10 Constitution saving throw or be blinded for 1 minute. | A blinded creature can repeat the saving throw | on each of its turns, ending | the effect on itself on a success |
Special 2 | Innate Spellcasting (1/Day) | The mephit can innately cast sleep, | requiring no material components. |
Its innate spellcasting ability is Charisma | |||
Action 1 | Claws | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one creature | Hit 1d4+2 slashing damage | ||
Action 2 | Blinding Breath (Recharge 6) | The mephit exhales a 15-foot cone of blinding dust. | Each creature in that area must succeed on |
a DC 10 Dexterity saving throw or be blinded for 1 minute. | A creature can repeat the saving throw | at the end of each of its turns, | ending the effect on itself on a success |
Ice Mephit
Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty.
Armor Class | 11 | ||
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Hit Points | 6d6 | ||
Speed | 30 ft. | Fly 30ft. | |
Strength | 7 (-2) | ||
Dexterity | 13 (+1) | ||
Constitution | 10 (+0) | ||
Intelligence | 9 (-1) | ||
Wisdom | 11 (+0) | ||
Charisma | 12 (+1) | ||
Skills | Perception d20+2 | Stealth d20+3 | |
Damage Vulnerabilities | Bludgeoning | Fire | |
Damage Immunities | Cold | Poison | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 60ft. | Passive Perception 12 | |
Languages | Aquan | Auran | |
Challenge | 1/2 (100 XP) | ||
Special 1 | Death Burst | When the mephit dies, it explodes in a burst of jagged ice. | Each creature within 5 feet of it must make |
a DC 10 Dexterity saving throw, | taking 1d8 slashing damage on a failed save, | or half as much damage on a successful one | |
Special 2 | False Appearance | While the mephit remains motionless, | it is indistinguishable from an ordinary shard of ice |
Special 3 | Innate Spellcasting (1/Day) | The mephit can innately cast fog cloud, | requiring no material components. |
Its innate spellcasting ability is Charisma | |||
Action 1 | Claws | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one creature | Hit 1d4+1 slashing damage | plus 1d4 cold damage | |
Action 2 | Frost Breath (Recharge 6) | The mephit exhales a 15-foot cone of cold air. | Each creature in that area must succeed on |
a DC 10 Dexterity saving throw, | taking 2d4 cold damage on a failed save, | or half as much damage on a successful one |
Magma Mephit
Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others' words and actions.
Armor Class | 11 | ||
---|---|---|---|
Hit Points | 5d6+5 | ||
Speed | 30ft. | Fly 30ft. | |
Strength | 8 (-1) | ||
Dexterity | 12 (+1) | ||
Constitution | 12 (+1) | ||
Intelligence | 7 (- 2) | ||
Wisdom | 10 (+0) | ||
Charisma | 10 (+0) | ||
Skills Stealth +3 | |||
Damage Vulnerabilities | Cold | ||
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | lgnan | Terran | |
Challenge | 1/2 (100 XP) | ||
Special 1 | Death Burst | When the mephit dies, it explodes in a burst of lava. | Each creature within 5 feet of it must make |
a DC 11 Dexterity saving throw, | taking 2d6 fire damage on a failed save, | or half as much damage on a successful one | |
Special 2 | False Appearance | While the mephit remains motionless, | it is indistinguishable from an ordinary mound of magma |
Special 3 | Innate Spellcasting (1/Day) | The mephit can innately cast heat metal (spell save DC 10), | requiring no material components. |
Its innate spellcasting ability is Charisma | |||
Action 1 | Claws | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one creature | Hit 1d4+1 slashing damage | plus 1d4 fire damage | |
Action 2 | Fire Breath (Recharge 6) | The mephit exhales a 15-foot cone of fire. | Each creature in that area must make |
a DC 11 Dexterity saving throw, | taking 2d6 fire damage on a failed save, | or half as much damage on a successful one |
Mud Mephit
Mud mephits are slow, unctuous creatures of earth and water. They drone their complaints to all who will listen, and beg incessantly for attention and treasure.
Armor Class | 11 | ||
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Hit Points | 6d6+6 | ||
Speed | 20ft. | Fly 20ft. | Swim 20ft. |
Strength | 8 (-1) | ||
Dexterity | 12 (+1) | ||
Constitution | 12 (+1) | ||
Intelligence | 9 (-1) | ||
Wisdom | 11 (+0) | ||
Charisma | 7 (-2) | ||
Skills | Stealth +3 | ||
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | Aquan | Terran | |
Challenge | 1/4 (50 XP) | ||
Special 1 | Death Burst | When the mephit dies, it explodes in a burst of sticky mud. | Each Medium or smaller creature within 5 feet of it must succeed on |
a DC 11 Dexterity saving throw or be restrained | until the end of the creature's next turn | ||
Special 2 | False Appearance | While the mephit remains motionless, | it is indistinguishable from an ordinary mound of mud |
Action 1 | Fists | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one creature | Hit 1d6+1 bludgeoning damage | ||
Action 2 | Mud Breath (Recharge 6) | The mephit belches viscid mud onto one creature within 5 feet of it. | If the target is Medium or smaller, |
it must succeed on a DC 11 Dexterity saving throw | or be restrained for 1 minute. A creature can | repeat the saving throw at the end of each of its turns, | ending the effect on itself on a success |
Smoke Mephit
Smoke mephits are crude, lazy creatures of air and fire that billow smoke constantly. They rarely speak the truth and love to mock and mislead other creatures.
Armor Class | 12 | ||
---|---|---|---|
Hit Points | 5d6+5 | ||
Speed | 30 ft. | Fly 30ft. | |
Strength | 6 (- 2) | ||
Dexterity | 14 (+2) | ||
Constitution | 12 (+1) | ||
Intelligence | 10 (+0) | ||
Wisdom | 10 (+0) | ||
Charisma | 11 (+0) | ||
Skills | Perception d20+2 | Stealth d20+4 | |
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 60ft. | Passive Perception 12 | |
Languages | Auran | lgnan | |
Challenge | 1/4 (50 XP) | ||
Special 1 | Death Burst | When the mephit dies, it leaves behind a cloud of smoke that fills | a 5-foot-radius sphere centered on its space. |
The sphere is heavily obscured. | Wind disperses the cloud, | which otherwise lasts for 1 minute | |
Special 2 | Innate Spellcasting (1/Day) | The mephit can innately cast dancing lights, | requiring no material components. |
Its innate spellcasting ability is Charisma | |||
Action 1 | Claws | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one creature | Hit: 1d4+2 slashing damage | ||
Action 2 | Cinder Breath (Recharge 6) | The mephit 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 the mephit's next turn |
Steam Mephit
Composed of fire and water, steam mephits leave trails of hot water wherever they go, and they hiss with tendrils of steam. Bossy and hypersensitive, they are the self appointed overlords of all mephits.
Armor Class | 10 | ||
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Hit Points | 21 (6d6) | ||
Speed | 30ft. | Fly 30ft. | |
Strength | 5 (-3) | ||
Dexterity | 11 (+0) | ||
Constitution | 10 (+0) | ||
Intelligence | 11 (+0) | ||
Wisdom | 10 (+0) | ||
Charisma | 12 (+1) | ||
Damage Immunities | Fire | Poison | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | Aquan | lgnan | |
Challenge | 1/4 (50 XP) | ||
Special 1 | Death Burst | When the mephit dies, it explodes in a cloud of steam. | Each creature within 5 feet of the mephit must succeed on |
a DC 10 Dexterity saving throw or take 4 (ld8) fire damage | |||
Special 2 | Innate Spellcasting (1/Day) | The mephit can innately cast blur, | requiring no material components. |
Its innate spellcasting ability is Charisma | |||
Action 1 | Claws | Melee Weapon Attack | d20+2 to hit |
Reach 5ft., one creature | Hit: 1d4 slashing damage | plus 1d4 fire damage | |
Action 2 | Steam Breath (Recharge 6) | The mephit exhales a 15-foot cone of scalding steam. | Each creature in that area must succeed on |
a DC 10 Dexterity saving throw, | taking 1d8 fire damage on a failed save, | or half as much damage on a successful one. |
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