Mephits Species in Other Realms | World Anvil

Mephits

Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements. Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements· are abundant. For example, a magma mephitis composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales.   Elemental Nature A mephit doesn't require food, drink, or sleep.   Variant: Mephit Summoning Some mephits can have an action option that allows them to summon other mephits.   Summon Mephits (1/Day) The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.  

Dust Mephit

Composed of earth and air, dust mephits are drawn to catacombs and find death morbidly fascinating.


Armor Class12
Hit Points 5d6
Speed30 ft.Fly 30ft.
Strength5 (-3)
Dexterity14 (+2)
Constitution10 (+0)
Intelligence9 (-1)
Wisdom11 (+0)
Charisma10 (+0)
SkillsPerception d20+2 Stealth d20+4
Damage VulnerabilitiesFire
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 60ft.Passive Perception 12
LanguagesAuranTerran
Challenge1/ 2 (100 XP)
Special 1Death BurstWhen 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 throwon each of its turns, endingthe effect on itself on a success
Special 2Innate Spellcasting (1/Day)The mephit can innately cast sleep,requiring no material components.
Its innate spellcasting ability is Charisma
Action 1ClawsMelee Weapon Attack d20+4 to hit
Reach 5 ft., one creatureHit 1d4+2 slashing damage
Action 2Blinding 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 throwat 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 Class11
Hit Points 6d6
Speed30 ft.Fly 30ft.
Strength7 (-2)
Dexterity13 (+1)
Constitution10 (+0)
Intelligence9 (-1)
Wisdom11 (+0)
Charisma12 (+1)
SkillsPerception d20+2 Stealth d20+3
Damage VulnerabilitiesBludgeoningFire
Damage ImmunitiesColdPoison
Condition ImmunitiesPoisoned
SensesDarkvision 60ft.Passive Perception 12
LanguagesAquanAuran
Challenge1/2 (100 XP)
Special 1Death BurstWhen 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 2False AppearanceWhile the mephit remains motionless,it is indistinguishable from an ordinary shard of ice
Special 3Innate Spellcasting (1/Day)The mephit can innately cast fog cloud,requiring no material components.
Its innate spellcasting ability is Charisma
Action 1ClawsMelee Weapon Attack d20+3 to hit
Reach 5 ft., one creatureHit 1d4+1 slashing damageplus 1d4 cold damage
Action 2Frost 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 Class11
Hit Points 5d6+5
Speed30ft.Fly 30ft.
Strength8 (-1)
Dexterity12 (+1)
Constitution12 (+1)
Intelligence7 (- 2)
Wisdom10 (+0)
Charisma10 (+0)
Skills Stealth +3
Damage VulnerabilitiesCold
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesDarkvision 60ft.Passive Perception 10
LanguageslgnanTerran
Challenge1/2 (100 XP)
Special 1Death BurstWhen 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 2False AppearanceWhile the mephit remains motionless,it is indistinguishable from an ordinary mound of magma
Special 3Innate 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 1ClawsMelee Weapon Attack d20+3 to hit
Reach 5 ft., one creatureHit 1d4+1 slashing damageplus 1d4 fire damage
Action 2Fire 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 Class11
Hit Points 6d6+6
Speed20ft.Fly 20ft.Swim 20ft.
Strength8 (-1)
Dexterity12 (+1)
Constitution12 (+1)
Intelligence9 (-1)
Wisdom11 (+0)
Charisma7 (-2)
SkillsStealth +3
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 60ft.Passive Perception 10
LanguagesAquanTerran
Challenge1/4 (50 XP)
Special 1Death BurstWhen 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 restraineduntil the end of the creature's next turn
Special 2False AppearanceWhile the mephit remains motionless,it is indistinguishable from an ordinary mound of mud
Action 1FistsMelee Weapon Attack d20+3 to hit
Reach 5 ft., one creatureHit 1d6+1 bludgeoning damage
Action 2Mud 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 throwor be restrained for 1 minute. A creature canrepeat 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 Class12
Hit Points 5d6+5
Speed30 ft.Fly 30ft.
Strength6 (- 2)
Dexterity14 (+2)
Constitution12 (+1)
Intelligence10 (+0)
Wisdom10 (+0)
Charisma11 (+0)
SkillsPerception d20+2 Stealth d20+4
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesDarkvision 60ft.Passive Perception 12
LanguagesAuranlgnan
Challenge1/4 (50 XP)
Special 1Death BurstWhen the mephit dies, it leaves behind a cloud of smoke that fillsa 5-foot-radius sphere centered on its space.
The sphere is heavily obscured.Wind disperses the cloud,which otherwise lasts for 1 minute
Special 2Innate Spellcasting (1/Day)The mephit can innately cast dancing lights,requiring no material components.
Its innate spellcasting ability is Charisma
Action 1ClawsMelee Weapon Attack d20+4 to hit
Reach 5 ft., one creatureHit: 1d4+2 slashing damage
Action 2Cinder 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 blindeduntil 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 Class10
Hit Points21 (6d6)
Speed30ft.Fly 30ft.
Strength5 (-3)
Dexterity11 (+0)
Constitution10 (+0)
Intelligence11 (+0)
Wisdom10 (+0)
Charisma12 (+1)
Damage ImmunitiesFirePoison
Condition ImmunitiesPoisoned
SensesDarkvision 60ft.Passive Perception 10
LanguagesAquanlgnan
Challenge1/4 (50 XP)
Special 1Death BurstWhen 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 2Innate Spellcasting (1/Day)The mephit can innately cast blur,requiring no material components.
Its innate spellcasting ability is Charisma
Action 1ClawsMelee Weapon Attack d20+2 to hit
Reach 5ft., one creatureHit: 1d4 slashing damageplus 1d4 fire damage
Action 2Steam 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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