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Mephits

Mephits

Dust Mephit

  • Size: Small
  • Type: Elemental
  • Alignment: Neutral Evil
  • AC: 12
  • Initiative: +2 (12)
  • HP: 17 (5d6)
  • Speed: 30 ft, Fly 30 ft.
ATTRVALMODSAVE
STR5-3-3
DEX14+2+2
CON10+0+0
INT9-1-1
WIS11+0+0
CHA10+0+0
  • Skills: Perception +2, Stealth +4
  • Vulnerabilities: Fire
  • Immunities: Poison; Exhaustion, Poisoned
  • Senses: Darkvision 60 ft.; Passive Perception 12
  • Languages: Primordial (Auran, Terran)
  • CR: 1/2 (XP 100; PB +2)

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: 5 (2d4) Bludgeoning damage, and the target has the Blinded condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Ice Mephit

  • Size: Small
  • Type: Elemental
  • Alignment: Neutral Evil
  • AC: 11
  • Initiative: +1 (11)
  • HP: 21 (6d6)
  • Speed: 30 ft, Fly 30 ft.
ATTRVALMODSAVE
STR7-2-2
DEX13+1+1
CON10+0+0
INT9-1-1
WIS11+0+0
CHA12+1+1
  • Skills: Perception +2, Stealth +3
  • Vulnerabilities: Fire
  • Immunities: Cold, Poison; Exhaustion, Poisoned
  • Senses: Darkvision 60 ft.; Passive Perception 12
  • Languages: Primordial (Aquan, Auran)
  • CR: 1/2 (XP 100; PB +2)

Traits

Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4+1) Slashing damage plus 2 (1d4) Cold damage.

Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability.

Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage.

Magma Mephit

  • Size: Small
  • Type: Elemental
  • Alignment: Neutral Evil
  • AC: 11
  • Initiative: +1 (11)
  • HP: 18 (4d6+4)
  • Speed: 30 ft, Fly 30 ft.
ATTRVALMODSAVE
STR8-1-1
DEX12+1+1
CON12+1+1
INT7-2-2
WIS10+0+0
CHA10+0+0
  • Skills: Stealth +3
  • Vulnerabilities: Cold
  • Immunities: Fire, Poison; Exhaustion, Poisoned
  • Senses: Darkvision 60 ft.; Passive Perception 10
  • Languages: Primordial (Ignan, Terran)
  • CR: 1/2 (XP 100; PB +2)

Traits

Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4+1) Slashing damage plus 3 (1d6) Fire damage.

Fire Breath (Recharge 6). Dexterity Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 7 (2d6) Fire damage. Success: Half damage.

Steam Mephit

  • Size: Small
  • Type: Elemental
  • Alignment: Neutral Evil
  • AC: 10
  • Initiative: +0 (10)
  • HP: 17 (5d6)
  • Speed: 30 ft, Fly 30 ft.
ATTRVALMODSAVE
STR5-3-3
DEX11+0+0
CON10+0+0
INT11+0+0
WIS10+0+0
CHA12+1+1
  • Skills: Stealth +2
  • Immunities: Fire, Poison; Exhaustion, Poisoned
  • Senses: Darkvision 60 ft.; Passive Perception 10
  • Languages: Primordial (Aquan, Ignan)
  • CR: 1/4 (XP 50; PB +2)

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.

Lore & Background

Mephits are small elemental creatures that embody the chaotic and mischievous aspects of their respective elemental planes. These imp-like beings come in various types corresponding to different elements and para-elements, including dust, ice, magma, steam, and others. Each type of mephit reflects the nature of its elemental origin, but all share a common love of pranks, tricks, and causing minor chaos.

Despite their small size and relatively weak individual power, mephits can be dangerous in groups and are often underestimated by adventurers. They serve as messengers and scouts for more powerful elemental beings and delight in tormenting creatures from the Material Plane.

Combat Tactics

Mephits use their breath weapons and spell-like abilities to harass enemies from a distance before engaging in melee. They prefer hit-and-run tactics, using their flight to stay mobile and their death burst abilities to cause damage even when defeated.

Encounter Ideas

Elemental Invasion: A group of mephits pours through a planar rift, causing havoc. Laboratory Accident: Mephits are accidentally created during magical experiments. Messenger Service: Mephits deliver messages between elemental beings and mortals. Prankster Problems: Mephits infest an area and cause endless minor troubles.

Environmental Effects

Mephit presence creates elemental disturbances appropriate to their type. Ice mephits cause frost, steam mephits create humid conditions, and dust mephits fill areas with swirling particles.

Treasure

Mephits collect small, shiny objects and elemental curiosities. They may carry minor magical trinkets, elemental gems, or items that reflect their particular elemental nature.

Plot Hooks

The Mephit King: An unusually intelligent mephit unites various types under its rule. Elemental Imbalance: Mephits appear when elemental forces go out of balance. Familiar Troubles: A wizard's mephit familiar begins acting strangely. Portal Guardians: Mephits guard a portal to their home elemental plane.