AC
10
Initiative
+0 (10)
HP
17
(5d6)
Speed
30 ft., fly 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 5 | -3 | -3 |
DEX | 11 | +0 | +0 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 11 | +0 | +0 |
WIS | 10 | +0 | +0 |
CHA | 12 | +1 | +1 |
Skills
Stealth +2
Immunities
Fire, Poison; Exhaustion, Poisoned
Senses
Darkvision 60 ft., Passive Perception 10
Languages
Primordial (Aquan, Ignan)
CR
1/4 (XP 50; PB +2)
Traits
Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.
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) Fire damage. Success: Half damage.
Actions
Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage.
Steam Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Fire damage, and the target’s Speed decreases by 10 feet until the end of the mephit’s next turn. Success: Half damage only. Failure or Success: Being underwater doesn’t grant Resistance to this Fire damage.
Steam Mephit is too strong for its CR, more akin the other Cr 1/2 Mephits in both Hit Points and Aoe Damage capacity.
If you look at the Mud and Smoke Mephits, both of which are Cr 1/4 they have less hp and their breaths only target 1 creature.
New changes really make it feel like Steam Mephits are meant to be underwater encounters. Perhaps near an underwater volcano.
Lost one hit die, reducing health by 4. Gained proficiency in Stealth and immunity to exhaustion.
Death Burst dice changed from 1d8 to 2d4, but the average damage is increased from 4 to 5. Innate casting of Blur is replaced with Blurred Form, which is the stronger of the two.
Steam Breath changed from Dex save to Con save. Just like Death Burst, dice is changed from 1d8 to 2d4 with increased average. However, new Steam Breath decreases target's speed on a failure, and being underwater doesn't grant resistance to fire damage against it, which I think is neat.
WoTC really wants these guys to be their underwater mephits, but then that begs the question; why don't we have Water Mephits? Anyway...
Fusion time! Give them back their old health of 21. Really simple this time.