Mephits
Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements. Most mephits are the conjunction of two elemental essences and a longtime identity that chooses to continue its existence in a more corporeal form.
Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales.
Some scholars theorize that the mephit is the form punished souls take when disappointing a Fiend patron or one of an elemental nature.
Elemental Nature. A mephit doesn't require food, drink, or sleep.
Dust Mephit
Composed of earth and air, dust mephits are drawn to catacombs and find death morbidly fascinating.
Environment
Conjured/Summoned
Token
(FIXME)
Dust Mephit
Small elemental, neutral evil
- Armor Class 12 (natural armor)
- Hit Points 17 (5d6)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 5 (−3) 14 (+2) 10 (+0) 9 (−1) 11 (+0) 10 (+0)
- Damage Vulnerabilities fire
- Damage Immunities poison
- Condition Immunities poisoned
- Skills Perception +2, Stealth +4
- Senses darkvision 60 ft., passive Perception 12
- Languages Auran, Terran
- Challenge 1/2
Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution 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.
Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
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.
Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Ice Mephit
Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty.
Environment
Conjured/Summoned
Token
(FIXME)
Ice Mephit
Small elemental, neutral evil
- Armor Class 11 (natural armor)
- Hit Points 21 (6d6)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 7 (−2) 13 (+1) 10 (+0) 9 (−1) 11 (+0) 12 (+1)
- Damage Vulnerabilities bludgeoning, fire
- Damage Immunities cold, poison
- Condition Immunities poisoned
- Skills Perception +2, Stealth +3
- Senses darkvision 60 ft., passive Perception 12
- Languages Aquan, Auran
- Challenge 1/2
Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.
Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Magma Mephit
Environment
Conjured/Summoned
Token
(FIXME)
Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others' words and actions.
Magma Mephit
Small elemental, neutral evil
- Armor Class 11 (natural armor)
- Hit Points 22 (5d6 + 5)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 8 (−1) 12 (+1) 12 (+1) 7 (−2) 10 (+0) 10 (+0)
- Damage Vulnerabilities cold
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Skills Stealth +3
- Senses darkvision 60 ft., passive Perception 10
- Languages Ignan, Terran
- Challenge 1/2
Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Innate Spellcasting (1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Mud Mephit
Environment
Conjured/Summoned
Token
(FIXME)
Mud mephits are slow, unctuous creatures of earth and water. They drone their complaints to all who will listen, and beg incessantly for attention and treasure.
Mud Mephit
Small elemental, neutral evil
- Armor Class 11 (natural armor)
- Hit Points 27 (6d6 + 6)
- Speed 20 ft., fly 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 8 (−1) 12 (+1) 12 (+1) 9 (−1) 11 (+0) 7 (−2)
- Damage Immunities poison
- Condition Immunities poisoned
- Skills Stealth +3
- Senses darkvision 60 ft., passive Perception 10
- Languages Aquan, Terran
- Challenge 1/4
Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.
Actions
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage.
Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained 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.
Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Smoke Mephit
Smoke mephits are crude, lazy creatures of air and fire that billow smoke constantly. They rarely speak the truth and love to mock and mislead other creatures.
Environment
Conjured/Summoned
Token
(FIXME)
Smoke Mephit
Small elemental, neutral evil
- Armor Class 12 (natural armor)
- Hit Points 22 (5d6 + 5)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 6 (−2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Skills Perception +2, Stealth +4
- Senses darkvision 60 ft., passive Perception 12
- Languages Auran, Ignan
- Challenge 1/4
Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.
Innate Spellcasting (1/Day). The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn.
Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Steam Mephit
Composed of fire and water, steam mephits leave trails of hot water wherever they go, and they hiss with tendrils of steam. Bossy and hypersensitive, they are the self-appointed overlords of all mephits.
Environment
Conjured/Summoned
Token
(FIXME)
Steam Mephit
Small elemental, neutral evil
- Armor Class 10
- Hit Points 21 (6d6)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 5 (−3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages Aquan, Ignan
- Challenge 1/4
Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.
Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.