Small Elemental, Neutral Evil
Collection: Mephits
Statistics
- Armor Class: 12
- Hit Points: 17 (5d6)
- Initiative: +2 (score 12)
- Speed: Walk 30 ft., Fly 30 ft.
- Challenge: CR 1/2, 100 XP, proficiency bonus +2
Abilities
- Strength: 5 (-3); save -3
- Dexterity: 14 (+2); save +2
- Constitution: 10 (+0); save +0
- Intelligence: 9 (-1); save -1
- Wisdom: 11 (+0); save +0
- Charisma: 10 (+0); save +0
Skills
- Perception: +2
- Stealth: +4
Defenses
- Damage Vulnerabilities: Fire
- Damage Immunities: Poison
- Condition Immunities: Exhaustion, Poisoned
Senses and Languages
- Senses: Darkvision 60 ft.; Passive Perception 12
- Languages: Primordial (Auran, Terran)
Traits
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) Bludgeoning damage. Success: Half damage.
Actions
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage.
Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit’s next turn.
Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10).
Source
- Document: System Reference Document 5.2.1
- Version: 5.2.1
- License: CC-BY-4.0
- Pages: 307
- URL: https://www.dndbeyond.com/srd