Page 331 - D&D 5e - SRD
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Actions	                                              (2d4)	   cold	   damage	   on	   a	   failed	   save,	   or	   half	   as	   much	   
                                                                   damage	   on	   a	   successful	   one.	   
             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-    Magma	   Mephit	   
             foot	   cone	   of	   blinding	   dust.	   Each	   creature	   in	   that	   area	     Small	   elemental,	   neutral	   evil	   
             must	   succeed	   on	   a	   DC	   10	   Dexterity	   saving	   throw	   or	   be	     Armor	   Class	   11	   
             blinded	   for	   1	   minute.	   A	   creature	   can	   repeat	   the	   saving	   
             throw	   at	   the	   end	   of	   each	   of	   its	   turns,	   ending	   the	   effect	     Hit	   Points	   22	   (5d6	   +	   5)	   
             on	   itself	   on	   a	   success.	                  Speed	   30	   ft.,	   fly	   30	   ft.	   
             	                                                     	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
             Ice	   Mephit	   
                                                                   	    8	   (−1)	    12	   (+1)	    12	   (+1)	    7	   (−2)	    10	   (+0)	    10	   (+0)	   
             Small	   elemental,	   neutral	   evil	   
                                                                   Skills	   Stealth	   +3	   
             Armor	   Class	   11	                                 Damage	   Vulnerabilities	   cold	   
             Hit	   Points	   21	   (6d6)	   
                                                                   Damage	   Immunities	   fire,	   poison	   
             Speed	   30	   ft.,	   fly	   30	   ft.	   
                                                                   Condition	   Immunities	   poisoned	   
             	     STR	     DEX	     CON	     INT	     WIS	     CHA	     Senses	   darkvision	   60	   ft.,	   passive	   Perception	   10	   
             	    7	   (−2)	    13	   (+1)	    10	   (+0)	    9	   (−1)	    11	   (+0)	    12	   (+1)	     Languages	   Ignan,	   Terran	   
             Skills	   Perception	   +2,	   Stealth	   +3	         Challenge	   1/2	   (100	   XP)	   
             Damage	   Vulnerabilities	   bludgeoning,	   fire	     	   	   
             Damage	   Immunities	   cold,	   poison	              Death	   Burst.	   When	   the	   mephit	   dies,	   it	   explodes	   in	   a	   
             Condition	   Immunities	   poisoned	                  burst	   of	   lava.	   Each	   creature	   within	   5	   feet	   of	   it	   must	   
                                                                   make	   a	   DC	   11	   Dexterity	   saving	   throw,	   taking	   7	   (2d6)	   
             Senses	   darkvision	   60	   ft.,	   passive	   Perception	   12	   
             Languages	   Aquan,	   Auran	                         fire	   damage	   on	   a	   failed	   save,	   or	   half	   as	   much	   damage	   
                                                                   on	   a	   successful	   one.	   
             Challenge	   1/2	   (100	   XP)	   
                                                                   False	   Appearance.	   While	   the	   mephit	   remains	   
             	   	                                                 motionless,	   it	   is	   indistinguishable	   from	   an	   ordinary	   
             Death	   Burst.	   When	   the	   mephit	   dies,	   it	   explodes	   in	   a	     mound	   of	   magma.	   
             burst	   of	   jagged	   ice.	   Each	   creature	   within	   5	   feet	   of	   it	     Innate	   Spellcasting	   (1/Day).	   The	   mephit	   can	   innately	   
             must	   make	   a	   DC	   10	   Dexterity	   saving	   throw,	   taking	   4	     cast	   heat	   metal	   (spell	   save	   DC	   10),	   requiring	   no	   
             (1d8)	   slashing	   damage	   on	   a	   failed	   save,	   or	   half	   as	   much	     material	   components.	   Its	   innate	   spellcasting	   ability	   is	   
             damage	   on	   a	   successful	   one.	              Charisma.	   
             False	   Appearance.	   While	   the	   mephit	   remains	   
             motionless,	   it	   is	   indistinguishable	   from	   an	   ordinary	     Actions	   
             shard	   of	   ice.	                                  Claws.	   Melee	   Weapon	   Attack:	   +3	   to	   hit,	   reach	   5	   ft.,	   one	   
             Innate	   Spellcasting	   (1/Day).	   The	   mephit	   can	   innately	     creature.	   Hit:	   3	   (1d4	   +	   1)	   slashing	   damage	   plus	   2	   (1d4)	   
             cast	   fog	   cloud,	   requiring	   no	   material	   components.	   Its	     fire	   damage.	   
             innate	   spellcasting	   ability	   is	   Charisma.	     Fire	   Breath	   (Recharge	   6).	   The	   mephit	   exhales	   a	   15-  foot	   
                                                                   cone	   of	   fire.	   Each	   creature	   in	   that	   area	   must	   make	   a	   DC	   
             Actions	                                              11	   Dexterity	   saving	   throw,	   taking	   7	   (2d6)	   fire	   damage	   
             Claws.	   Melee	   Weapon	   Attack:	   +3	   to	   hit,	   reach	   5	   ft.,	   one	     on	   a	   failed	   save,	   or	   half	   as	   much	   damage	   on	   a	   
             creature.	   Hit:	   3	   (1d4	   +	   1)	   slashing	   damage	   plus	   2	   (1d4)	     successful	   one.	   
             cold	   damage.	                                      	   
             Frost	   Breath	   (Recharge	   6).	   The	   mephit	   exhales	   a	   15-    Steam	   Mephit	   
             foot	   cone	   of	   cold	   air.	   Each	   creature	   in	   that	   area	   must	     Small	   elemental,	   neutral	   evil	   
             succeed	   on	   a	   DC	   10	   Dexterity	   saving	   throw,	   taking	   5	   
                                                                   Armor	   Class	   10	   






             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       331	   
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