Death Burst. When the mephit dies, it explodes in a burst of blood. Each Medium or smaller creature within 5 feet of it must succeed on a DC 12 Dexterity saving throw or be restrained until the end of the creature's next turn.
Liquid Form. The mephit can move through a space as narrow as 1 inch wide without squeezing.
Innate Spellcasting (2/day). The mephit can innately cast sapping sting, requiring no material components. Its innate spellcasting ability is Wisdom.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 6) bludgeoning damage.
Splash of Blood (Recharge 6). The mephit splashes blood from it's body onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 12 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Summon Mephits. Roll 1d20, on an 18 or higher, 1d4 bloodwell mephits are summoned. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. Any summoned mephits remain for 1 minute, disappear if they (or their summoner) are killed, or if they are dismissed by their summoner.
Dodge (1/day). When the mephit takes damage, it can reduce the damage by 1d20.
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