| 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 |
Elemental Plasticity. The mephit changes form based on an element it comes into contact with.
Elemental Traits:
(incorporeal means resistant to Piercing, Bludgeoning, and Slashing damage)
Fire: Claw attack does 1d4 extra elemental damage
Magma: Trail of magma that does 1d6 fire damage and lingers for 1 turn
Dust: DC 10 Dex save when within 5ft, or become blinded for 1 minute
Earth: +3 AC
Air: +30ft fly speed, incorporeal
Steam: DC 10 Con save when within 5ft or take 1d4 fire damage, incorporeal
Smoke: DC 5 Con save when within 5ft, or become poisoned until the end of the mephit's next turn, incorporeal
Ice: Trail of ice that lingers for 1 turn. DC10 acrobatics check or fall prone.
Water: Fire immunity, and invisibility when in water
Mud: Trail of difficult terrain that lingers for 1 turn.
Elemental Consumption: The mephit absorbs the damage of attacks with it's own element, healing the damage number, and gaining up to 10 temporary hit points.
Death Burst. The mephit explodes when it dies, and leaves a 5ft Emanation of any trail in the mephit's elemental trait. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 2d6 mephit's elemental damage, Success: Half damage.
Claw. Melee Attack Roll: +2 to hit, reach 5 ft. Hit: 1d4 Slashing damage plus 1d4 mephit's elemental damage.
Elemental Restoration: The mephit can interact with an element of it's form it can touch, and regain 1d6 hit points.
Elemental Ability (Recharge when switching forms):
Fire: Fire Breath [rollable](Recharge 6). Dexterity Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 7 (2d6) Fire damage. Success: Half damage.
Magma: Magma Spit (Recharge 6). Ranged Attack: +2 to hit, range 90 ft., one target. Hit: 7 (2d6) fire damage. leaves a puddle of magma behind.
Dust: Blinding Breath (Recharge 6). The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 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.
Earth: Earth Tremor (Recharge 6). The mephit causes a tremor in the ground within 10ft. Each creature other than you in that area must make a DC 10 Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Air, Steam: Invisibility (Recharge 6). The mephit become invisible until it attacks or takes damage.
Smoke: Pollution (Recharge 6). Constitution Saving Throw: DC 11, one creature the mephit can see within 15 feet. Failure: The target has the Poisoned condition C 10 Dex save when within 5ft, or become blinded for 1 minute. A cloud of smoke lingers around the targeted player for 2 turn, which has the same effect when entered.
Ice: Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage.
Water: Pounding Wave (Recharge 6). +2 to hit, reach 5 ft, one target. Hit: 2d6 bludgeoning damage, and the target must succeed on a DC 11 Dexterity saving throw or be knocked prone.
Mud: Mud Breath (Recharge 6). Dexterity Saving Throw: DC 11, one creature the mephit can see within 15 feet. Failure: The target has the Restrained condition until the end of the mephit's next turn.
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