Small Elemental, Neutral Evil
Armor Class 12
Hit Points 17 (5d6)
Speed 30 ft., Fly 30 ft.
STR
5 (-3)
DEX
14 (+2)
CON
10 (+0)
INT
9 (-1)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +2, Stealth +4
Damage Resistances Piercing
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Infernal, Primordial
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Bloody Mess. When the mephit dies, it explodes into pink mist. Each creature within 10 feet of it must then succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

In addition, any creature that fails the saving throw is coated in blood. Attacks against them have advantage until the creature saves or until 1 minute elapses.

Innate Spellcasting.(1/Day). The mephit can innately cast healing word, requiring no material components. Its innate spellcasting ability is Charisma.

Alter Self.(At will). The mephit can Alter Self as an action.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

Blood Cloud (Recharge 6). The mephit exhales a 15- foot cone of blood. 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.

In addition, any creature that fails the saving throw is coated in blood. Attacks against them have advantage until the creature saves or until 1 minute elapses.

Habitat: Desert

Condre369