Small Elemental, Neutral Evil
Armor Class 12 Natural Armor
Hit Points 21 (6d6)
Speed 30 ft., Fly 30 ft.
STR
6 (-2)
DEX
14 (+2)
CON
11 (+0)
INT
9 (-1)
WIS
11 (+0)
CHA
11 (+0)
Skills Perception +2, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 10
Languages Auran
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Death Burst. When the mephit dies, it explodes in powerful and chaotic gusts of wind. Each creature within 10 feet of the mephit must make a DC 10 Strength saving throw or be pushed 5 feet in a random direction determined by a d8 roll on the table below.

  1. North
  2. NorthEast
  3. East
  4. SouthEast
  5. South
  6. SouthWest
  7. West
  8. NorthWest

Invisible. The mephit is completely invisible while in air.

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

Actions

Fist. Melee Weapon Attack: +2 to hit, one creature. Hit: 4 (1d4+2) bludgeoning damage.

Wind Breath (recharge 6). The mephit exhales a powerful gust of wind in a 15 foot cone. Each creature within the area must make a DC 11 Strength saving throw, or be knocked back 5 feet and be knocked prone.

Description

The Air Mephit is a purely evil creature that thrives on pain and suffering. These mephits are quite weak but are still a danger to any human or other humanoid town. The Air Mephit relies on its surroundings to use its abilities and will use cliffs or other terrain hazards to defeat its enemies as well as the fact that it is invisible to fight.

Habitat: Mountain

Crazy_Wizard_did_it

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