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.
- North
- NorthEast
- East
- SouthEast
- South
- SouthWest
- West
- 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.
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.
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