Unlock to Continue Reading

Purchase this content to gain full access. By purchasing this content, you will unlock items for the virtual tabletop as well.

library

Habitat: Planar (Elemental Planes); Treasure: None

These arrogant mephits are made of heat and vaporous water. They often trick creatures into doing them favors, then renege on promised rewards.


Mephits

Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.

Mephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.

I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!
—Seamusxanthuszenus, smoke mephit
with a typically inflated impression of itself

Traits

Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.

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) Fire damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage 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 mephit’s next turn. Success: Half damage only. Failure or Success: Being underwater doesn’t grant Resistance to this Fire damage.


Steam Mephit

Small Elemental, Neutral Evil
  • Armor Class 10
  • Hit Points 17 (5d6)
  • Speed 30 ft., Fly 30 ft.
  • Initiative +0 (10)
STR
5 (-3)
DEX
11 (0)
CON
10 (0)
INT
11 (0)
WIS
10 (0)
CHA
12 (1)
  • Saving Throws Str -3, Dex +0, Con +0, Int +0, Wis +0, Cha +1
  • Skills Stealth 2
  • Damage Immunities Fire, Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Primordial (Aquan, Ignan)
  • Challenge 1/4 (50 XP)
  • Habitat Planar (Elemental Planes)
  • Treasure None
  • Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.
  • 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 (or [[2d4]] (2d4)) Fire damage. *Success:* Half damage.

Actions


  • Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., One Target. Hit: (1d4) Slashing damage plus (1d4)Fire damage.
  • Steam Breath (Recharge 6). *Constitution Saving Throw:* DC 10, each creature in a 15-foot Cone. *Failure:* 5 (or [[2d4]] (2d4)) Fire damage, and the target’s Speed decreases by 10 feet until the end of the mephit’s next turn. *Success:* Half damage only. *Failure or Success:* Being underwater doesn’t grant Resistance to this Fire damage.
Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×