Small Elemental, Neutral Evil
AC 12    Initiative +2 (12)
HP 17 (5d6)
Speed 30 ft., fly 30 ft.
Mod Save
STR 5 -3 -3
DEX 14 +2 +2
CON 10 +0 +0
Mod Save
INT 9 -1 -1
WIS 11 +0 +0
CHA 10 +0 +0
Skills Perception +2, Stealth +4
Vulnerabilities Fire
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Primordial (Auran, Terran)
CR 1/2 (XP 100; PB +2)
Traits

Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage.

Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit’s next turn.

Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10).

Habitat: Planar (Elemental Planes)

Treasure:  None

Monster Manual, pg. 206

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes