Small Elemental, Neutral Evil
Armor Class 11
Hit Points 21 (6d6)
Speed 30 ft., Fly 30 ft.
STR
7 (-2)
DEX
13 (+1)
CON
10 (+0)
INT
9 (-1)
WIS
11 (+0)
CHA
12 (+1)
Skills Perception +2, Stealth +3
Damage Vulnerabilities Fire, Slashing
Damage Immunities Cold, Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Aquan, Auran
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Death Burst. When the mephit dies, it explodes in a burst of dust and ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) bludgeoning damage on a failed save and blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success., or half as much damage on a successful one.

False Appearance. While the mephit remains in its comet form, it is indistinguishable from an ordinary comet.

Innate Spellcasting (1/Day). The mephit can innately cast Magnify Gravity, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) necrotic damage.

Comet Breath (Recharge 6). The mephit exhales a 15- foot cone of frozen dusty air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) necrotic damage on a failed save, or half as much damage on a successful one.

Habitat: Arctic

haffthemighty

Comments

Posts Quoted:
Reply
Clear All Quotes