Death Burst. When the mephit dies, it pops causing suds to splash out onto the nearby area. Each creature within 5 feet of the popped mephit must then succeed on a DC 12 Dexterity saving throw or take 5 (2d4) acid damage and be knocked prone. On a success, a creature takes half damage and is not knocked prone.
The ground remains slick with suds for 1 minute. If a creature enters or ends its turn within 5 ft. of the popped mephit, it must make another DC 12 DEX saving throw or be knocked prone.
False Appearance. While the mephit is lathering itself in water, it is indistinguishable from ordinary suds.
Innate Spellcasting (1/Day). The mephit can innately cast levitate, requiring no material components. Its innate spellcasting ability is Charisma.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Bubble Beam (Recharge 6). The mephit exhales a 5 ft. by 20 ft. line of caustic bubbles. Each creature in that line must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage and be knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone.
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.
Description
Composed of soap and air, bubble mephits are drawn to grime and view cleansing the world as their sole purpose.
When was the last time the adventuring party bathed? Would their mothers be ashamed of their hygiene? These mephits have a lesson to teach about sanitation--even if it has to be learned the hard way.
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