Medium Or Small Swarm of Small elementals, Chaotic Evil
Armor Class 11 Natural Armor
Hit Points 22 (5d6 + 5)
Speed 30 ft., Fly 30 ft.
STR
8 (-1)
DEX
15 (+2)
CON
12 (+1)
INT
9 (-1)
WIS
11 (+0)
CHA
10 (+0)
Skills Stealth +4
Damage Vulnerabilities Cold
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Gear Poisoned Dagger
Senses Darkvision 60ft., Passive Perception 10
Languages Ignan, Terran
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage.

Fire Breath (Recharge 6). Dexterity Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 7 (2d6) Fire damage. Success: Half damage.

Poisoned Dagger attack. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3 piercing damage. Additionally, the target must make a DC 10 Constitution saving throw against poison.

On a failed saving throw, the target takes 1d12 poison damage and gains the Poisoned condition for 24 hours.

On a successful saving throw, the target takes only half the poison damage and is not poisoned.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The assassin mephit is a tiny, malevolent elemental creature of fire and earth that resembles a small, glowing demon, which originates from the magma mephit. In combat, it relies on ambushes, its fiery breath, and a dangerous explosion upon its death. It also uses its speed and a deadly poison to weaken targets by surprise from the shadows.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Elemental

Habitat: MountainUnderdarkUrban

konstantinhauer005

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