Small Elemental, Neutral Evil
Armor Class 10
Hit Points 21 (6d6)
Speed 30 ft., Fly 30 ft.
STR
5 (-3)
DEX
11 (+0)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Damage Vulnerabilities Cold
Damage Immunities Acid, Fire, Poison
Condition Immunities Poisoned
Senses Passive Perception 10
Languages Abyssal, Aquan
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Death Burst. When the mephit dies, it explodes in a burst of molten blood. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary puddle of blood.

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

Blood Breath (Recharge 6). The blood  mephit exhales a 15-foot cone of scalding blood. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one, and be blinded until the end of their next turn. A target may use a bonus action on their turn to remove the blinded effect.

Description

These capricious imps have been drawn from their native elemental homes by the sweet smell of blood. Addicted, these creatures lose their interest in returning home and take on a sickly, crimson aura as they thirst for more and more blood.

Monster Tags: Elemental

Heldenhammer1980

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