Small Elemental, Neutral Evil
Armor Class 11 Natural Armor
Hit Points 27 (6d6 + 6)
Speed 30 ft., fly 30 ft.
STR
6 (-2)
DEX
12 (+1)
CON
12 (+1)
INT
9 (-1)
WIS
10 (+0)
CHA
11 (+0)
Skills Stealth +3
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 10
Languages Ignan
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Burning Touch. Anything flammable that the mephit touches immediately bursts into flames.

Death Burst. When the mephit dies, it explodes in a burst of fire. Each creature within 5 feet of the mephit must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much on a successful one.

False Appearance. While the mephit remains motionless in a fire it is indistinguishable from the rest of the fire.

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

Water Susceptibility. Whenever the mephit comes into contact with water, for each gallon it touches it takes 2 (1d4) cold damage up to a maximum of 12 (5d4) cold damage as well as it then has disadvantage on all rolls until the end of its next turn.

Actions

Claw. Melee Weapon Attack: +3 to hit, one creature. Hit: 3 (1d4+1) slashing damage plus 3 (1d6) fire damage.

Fire Breath. The mephit exhales a 15 foot cone of fire. Each creature wothin the area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save or half as much on a successful one.

Description

The Fire Mephit is incapable of thinking things through and often will end up acting impulsively ultimately leading to its demise. This is more or less an evocation mephit they rely on killing the other person before they can kill you and generally can kill the other person.

Environment: Desert

Crazy_Wizard_did_it

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