Small Elemental, Neutral Evil
Armor Class 11
Hit Points 21 (6d6)
Speed 30 ft., Fly 30 ft.
STR
7 (-2)
DEX
13 (+1)
CON
10 (+0)
INT
9 (-1)
WIS
11 (+0)
CHA
12 (+1)
Skills Perception +2, Stealth +3
Damage Vulnerabilities Bludgeoning
Damage Resistances Psychic
Damage Immunities Necrotic
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Auran, Celestial
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Time of Death. When the mephit dies, the chronomancy embued within its body release. Each creature within 5 feet of it must make a DC 10 Constitution saving throw, taking 4 (1d8) psychic damage on a failed save as they glimpse their own death, or half as much damage on a successful one.

Time Space Phase. The mephit may choose to phase in and out of space-time to hide.

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

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

Chromatic Orb (Recharge 6). The mephit hurls a 4-inch-diameter sphere of energy at a creature within range. Selecting acid, cold, fire, lightning, poison, or thunder damage for the type of orb created. (3d8)

Habitat: Arctic

Rhettaronjones

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