Small Elemental, Any Evil Alignment
Armor Class 12
Hit Points 44 (8d8 + 6)
Speed 30 ft., Fly 30 ft., Swim 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +3, Stealth +3
Damage Immunities Cold, Fire, Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight 60 ft, Passive Perception 13
Languages Aquan, Primordial, Undercommon
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

 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.

Actions

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.

 

Reactions

Dodge (1/day). When the mephit takes damage, it can reduce the damage by 1d20.

SliceSpider_helixex_

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