Death Burst. When the mephit dies, it explodes in a burst of acid. Each creature within 5 feet of it must then succeed on a DC 11 Constitution saving throw or be take 4 (1d8) acid damage.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary pool of acid.
Innate Spellcasting (1/Day). The mephit can innately cast ray of sickness (spell save DC11), requiring no material components. Its innate spellcasting ability is Charisma.
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage plus 2 (1d4) acid damage.
Acid Breath (Recharge 6). The mephit exhales a 15- foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.
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