Monster Manual 5E

(Nancy Kaufman) #1

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.
Ageless tricksters, mephits gather in large numbers


DusT MEPHIT

on the Elemental Planes and in the Elemental Chaos.
They also find their way to the Mate rial Plane, where ·.~:
they prefer to dwell in places where their base elem ents · :. ".. -~
are abundant. For example, a magma mephitis. ' · •'• 4,
composed of earth and fire, and it favors volcanic lairs,
while an ice mephit, which is composed of air and water,
favors frigid locales.
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.


IcE MEPHIT


Comprising frigid air and water, ice mephits are aloof
and cold, surpassing all other mephits in pitiless cruelty.


DusTMEPHIT
Small elemental, neutral evil


Armor Class 12
Hit Points 17 (5d6)
Speed 30 ft. , fly 30ft.


STR
5 (- 3)

DEX
14 (+2)

CON


10 (+0)


Skills Perception +2, Stealth +4
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities poisoned


INT
9 (-1)

WIS
11 (+0)

Senses darkvision 60ft. , passive Perception 12
Languages Auran, Terran
Challenge 1/ 2 (100 XP)


CHA
10 (+0)

Death Burst. When the mephit dies, it explodes in a burst of
dust. Each creature within 5 feet of it must then su cceed 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 Spe/lcasting (1jDay). 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.


Armor Class 11
Hit Points 21 (6d6)
Speed 30 ft. , fly 30ft.

STR
7 (-2)

DEX
13 (+1)

CON
10 (+0)

Skills Perception +2, Stealth +3

INT
9 (-1)

Damage Vulnerabilities bludgeoning, fire
Damage Immunit ies cold , poison
Condition Immunities poisoned

WIS
11 (+0)

Senses darkvisio n 60ft., passive Percept ion 12
Languages Aquan, Au ran
Challenge 1/2 (100 XP)

CHA
12 (+1)

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 (1jDay). 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 (ld4) 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.

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