Small Elemental, Neutral Evil
Armor Class 11
Hit Points 22 (5d6 + 5)
Speed 30 ft., swim 50 ft.
STR
6 (-2)
DEX
14 (+2)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
10 (+0)
Skills Stealth +4
Damage Resistances Acid, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Primordial but doesn't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Death Burst. When the mephit dies, it explodes in a burst of acid. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) acid damage on a failed save, or half as much damage on a successful one.

Innate Spellcasting (1/day). The mephit can innately cast acid spray, requiring no material components. Its innate spellcasting ability is Charisma (spell save DC 10). The acid spray affects a 5-foot cube within 30 feet of the mephit. Each creature in that area must make a DC 10 Dexterity saving throw, taking 4 (1d6) acid damage on a failed save, or half as much damage on a successful one.

Variant: Summon Mephits (1/day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. 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. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Actions

Acid Spray. Ranged Spell Attack: +4 to hit, reach 15 ft., one creature. Hit: 4 (1d6) acid damage.

Habitat: Underdark

Lagforce

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