Large Elemental, Neutral Evil
Armor Class 13
Hit Points 117 (18d10 + 18)
Speed 30 ft., Fly 30 ft.
STR
8 (-1)
DEX
17 (+3)
CON
12 (+1)
INT
9 (-1)
WIS
12 (+1)
CHA
12 (+1)
Damage Resistances Fire, Force
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 80, Passive Perception 11
Languages Primordial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Death burst.  When the Mephit dies, it explodes in a shower of chaos. Roll 1d20 on even Four CR 1/2 Mephits are spawned (dust mephit, ice mephit, magma mephit), on odd eight 1/4 Mephits are spawned (mud mephit, smoke mephit, steam mephit).

Spell turning. The Mephit has advantage on saving throws against any spell that targets only the Mephit (not an area). If the Mephit's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the Mephit and instead targets the caster.

Innate Spellcasting (3/day).  The Mephit can innately cast chaos bolt to hit bonus +4 requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (1d10 + 3) slashing damage 6 (1d10) force damage. 

Chaos breath (recharge 6).  The Mephit exhales a 25-foot cone of energy. Each creature in that area must make a DC 15 wisdom saving throw, taking 10 (3d6) force damage. For each creature that fails the save roll 1d4 apply 1 of the following effects:
1 The creature suffers a negative 1d4 on its next attack roll
2 The creature suffers a negative 1d4 on its next saving throw
3 The creature suffers a negative 1 to its AC till the start of the Mephit's next turn
4 The creature suffers a negative 10ft to its movement speed till the start of the Mephit's next turn

Description

Mephits are capricious, imp-like creatures native to the elemental planes. These Mephits are made as a byproduct of tampering with the elemental planes. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/17/2024 4:10:19 PM
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Lunatic_of_pandemonium

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