Small Elemental, Neutral Evil
Armor Class 11
Hit Points 22 (5d6 + 5)
Speed 30 ft., fly 30 ft.
STR
7 (-2)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
8 (-1)
Skills Perception +2, Stealth +4
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan, Terran
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 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.

Actions

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.

Habitat: ForestMountainSwampUnderdark

MKslays

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