Small Elemental, Neutral Evil
Armor Class 12
Hit Points 17 (5d6)
Speed 30 ft., Fly 30 ft.
STR
5 (-3)
DEX
14 (+2)
CON
10 (+0)
INT
9 (-1)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +2, Stealth +4
Damage Vulnerabilities Radiant
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Ignan
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Death Burst. When the mephit dies, it explodes in a burst of coarse ash and embers. Each creature within 5 feet of it must then succeed on a DC 11 Constitution saving throw or be blinded for 1 minute and take 3 (1d6) points of necrotic damage. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Innate Spellcasting (1/Day). The mephit can innately cast false life upon itself, requiring no material components. It gains 6 (1d4+4) temporary hit points for an hour. Its innate spellcasting ability is Constitution.

False Appearance. While an ash mephit remains motionless it is indistinguishable from a pile of normal ashes.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 1) slashing damage plus 2 (1d4) necrotic damage.

Ash Breath (Recharge 6). The mephit exhales a 15- foot cone of blinding ash. Each creature in that area must succeed on a DC 11 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

Ash mephits are composed of elemental Fire and Negative Energy and look like small, mottled gray winged humanoids formed from the refuse of forgotten hearths. They are particularly cold, sour, and unpleasant and are among the least attractive creatures of their sort.

Ash mephits can speak Ignan and Nihilistan, the language of the Negative Energy Plane.

Habitat: DesertForestUrban

DjinnMarteeny

Comments

Posts Quoted:
Reply
Clear All Quotes