Mephits
Dust Mephit
Dust Mephit
Small elemental Neutral Evil
Armor Class 12; Initiative +2
Hit Points 17 (5d6)
Speed fly 30 ft., walk 30 ft.
Strength 5 (-3); Dexterity 14 (+2); Constitution 10 (+0); Intelligence 9 (-1); Wisdom 11 (+0); Charisma 10 (+0)
Skills Perception +2, Stealth +4
Damage Immunities poison
Damage Vulnerabilities fire
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft.
Languages auran, terran
Challenge 0.5; Proficiency Bonus +2
Mephits
Death Burst. The dust mephit explodes when it dies.
Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the dust mephit.
Failure: 5 (2d4) bludgeoning damage.
Success: Half damage.
Claw. Melee Weapon Attack: +4 to hit, 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 dust mephit's next turn.
Sleep. 1 use per day. The dust mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10).
Sleep. Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.
Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Ice Mephit
Ice Mephit
Small elemental Neutral Evil
Armor Class 11; Initiative +1
Hit Points 21 (6d6)
Speed fly 30 ft., walk 30 ft.
Strength 7 (-2); Dexterity 13 (+1); Constitution 10 (+0); Intelligence 9 (-1); Wisdom 11 (+0); Charisma 12 (+1)
Skills Perception +2, Stealth +3
Damage Immunities cold; poison
Damage Vulnerabilities fire
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft.
Languages aquan, auran
Challenge 0.5; Proficiency Bonus +2
Mephits
Death Burst. The ice mephit explodes when it dies.
Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the ice mephit.
Failure: 5 (2d4) cold damage.
Success: Half damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.. Hit: 3 (1d4 + 1) slashing plus 2 (1d4) cold damage.
Frost Breath. Recharge 6. Constitution Saving Throw: DC 10, each creature in a 15-foot Cone.
Failure: 7 (3d4) cold damage.
Success: Half damage.
Fog Cloud. 1 use per day. The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability.
Fog Cloud. You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is heavilyobscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.
Magma Mephit
Magma Mephit
Small elemental Neutral Evil
Armor Class 11; Initiative +1
Hit Points 18 (4d6 + 4)
Speed fly 30 ft., walk 30 ft.
Strength 8 (-1); Dexterity 12 (+1); Constitution 12 (+1); Intelligence 7 (-2); Wisdom 10 (+0); Charisma 10 (+0)
Skills Stealth +3
Damage Immunities fire; poison
Damage Vulnerabilities cold
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft.
Languages ignan, terran
Challenge 0.5; Proficiency Bonus +2
Mephits
Death Burst. The magma mephit explodes when it dies.
Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the magma mephit.
Failure: 7 (2d6) fire damage.
Success: Half damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.. Hit: 3 (1d4 + 1) slashing plus 3 (1d6) fire damage.
Fire Breath. Recharge 6. Dexterity Saving Throw: DC 11, each creature in a 15-foot-long, 5-foot-wide Cone.
Failure: 7 (2d6) fire damage.
Success: Half damage.
Steam Mephit
Steam Mephit
Small elemental Neutral Evil
Armor Class 10; Initiative +0
Hit Points 17 (5d6)
Speed fly 30 ft., walk 30 ft.
Strength 5 (-3); Dexterity 11 (+0); Constitution 10 (+0); Intelligence 11 (+0); Wisdom 10 (+0); Charisma 12 (+1)
Skills Stealth +2
Damage Immunities fire; poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft.
Languages aquan, ignan
Challenge 0.25; Proficiency Bonus +2
Mephits
Steam Mephit
Blurred Form. Attack rolls against the steam mephit are made with Disadvantage unless the steam mephit has the Incapacitated condition.
Death Burst. The steam mephit explodes when it dies.
Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the steam mephit.
Failure: 5 (2d4) fire damage.
Success: Half damage.
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 2 (1d4) slashing plus 2 (1d4) fire damage.
Steam Breath. Recharge 6. Constitution Saving Throw: DC 10, each creature in a 15-foot Cone.
Failure: 5 (2d4) fire damage, and the target's Speed decreases by 10 feet until the end of the steam mephit next turn..
Success: Half damage.
Failure or Success: Being underwater doesn't grant Resistance to this Fire damage.