Small Elemental, Neutral Evil
Armor Class 11 Natural Armor
Hit Points 21 (6d6)
Speed 30 ft., Fly 30 ft., Burrow 30 ft. does not disturb the earth it travels through
STR
7 (-2)
DEX
13 (+1)
CON
11 (+0)
INT
8 (-1)
WIS
11 (+0)
CHA
9 (-1)
Skills Stealth +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 10
Languages Terran
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Death Burst. When the mephit dies, it explodes in a burst of jagged rock shards. Each creature within 5 feet of the mephit must make a DC 10 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much on a successful one.

False Appearance. While the mephit remains motionless it is indistinguishable from an ordinary mound of rock.

Innate Spellcasting (1/Day). the mephit can innately cast earth tremor, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Fist. Melee Weapon Attack: +3 to hit, one creature. Hit: 4 (1d6+1) bludgeoning damage.

Rock Breath (recharge 6). The mephit exhales a 15 foot cone of rocks. Each creature within the area must make a DC 10 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failed save or half as much on a successful one.

Description

The Earth Mephits are slow and don't care about what's going on around them. Earth Mephits are not particularly powerful or careful, they move as little as possible despite being able to move somewhat fast. They are drawn to underground caverns and enjoy being left alone.

Habitat: MountainUnderwater

Crazy_Wizard_did_it

Comments

Posts Quoted:
Reply
Clear All Quotes