Page 216 - Monster Manual [11th Print]
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DusT  MePMIT

            M  E  P H   I T S
            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
            on the Elemental Planes and in the Elemental Chaos.
            They also find their way to the Material Plane, where  ..
            they prefer to dwell in places where their base elements
            are abundant. For example, a magma mephit is   ·  ·  •'  •
            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 N a ture. A mephit doesn't require food,
            drink, or sleep.
                   M
            DUST  E P H I T
            Composed of earth and air, dust mephits are drawn to
            catacombs and find death morbidly fascinating.
            I C E   M  E P H I T
            Comprising frigid air and water, ice mephits are aloof
            and cold, surpassing all other mephits in pitiless cruelty.

            DusT MEPHIT                                       Small elemental, neutral evil
            Small elemental, neutral evil
                                                              Armor Class 1 1
            Armor Class 1 2                                   Hit Points 21  (6d6)
            Hit Points  7   (5d6)                             Speed 30 ft., fly 30 ft.
                    1
            Speed 30 ft., fly 30 ft.
                                                                STR    DEX     CON     INT    WIS    CHA
              STR    DEX     CON     I N T   WIS   CHA         7 (-2)   13  (+l)   10 (+O)   9 (-1)   11  (+O)   12 (+l)
                                       1
             5  (-3)   14 (+2)   1 0   (+O)   9 (- )    11  (+O)   10 (+O)
                                                              Skills Perception +2, Stealth +3
            Skills Perception +2, Stealth +4                  Damage Vulnerabilities bludgeoning, fire
            Damage Vulnerabilities  r e                       Damage Immunities cold, poison
                             fi
            Damage Immunities poison                          Condition Immunities poisoned
            Condition Immunities poisoned                     Senses darkvision 60 ft., passive Perception  2
                                                                                             1
                                           1
            Senses darkvision 60 ft., passive Perception  2    Languages Aquan,  u  ran
                                                                           A
                    A
            Languages  u  ran, Terran                         Challenge 1/2  1 0 0 XP)
                                                                        (
            Challenge 1/2 (100 XP)
                                                              Death Burst. When the mephit dies, it explodes in a burst of
            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  0
                                                                                                         1
            dust. Each creature within 5 feet of it must then succeed on a   Dexterity saving throw, taking 4 (ld8) slashing damage  n   a
                                                                                                     o
            DC 1 0   Constitution saving throw or be blinded for l  minute.   failed save, or half as much damage on a successful one.
            A blinded creature can repeat the saving throw on each of its
            turns, ending the effect on itself on a success.   False Appearance. While the mephit remains motionless, it is
                                                              indistinguishable from an ordinary shard of ice.
                                            i
            Innate Spellcasting (1/Day). The mephit can  n nately cast sleep,
            requiring no material components. Its innate spellcasting   Innate Spellcasting (1/Day). The mephit can innately cast
            ability is Charisma.                             f o g cloud, requiring no material components. Its innate
                                                              spellcasting ability is Charisma.
            ACT O I  N  S
                                                                T
                                                              AC I O  N S
                                     h
            Claws. Melee Weapon Attack: +4 to  i t, reach 5 ft., one
            creature. Hit: 4 (ld4 + 2) slashing damage.       Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
                                                              Hit: 3  (ld4 + l) slashing damage plus 2 (ld4) cold damage.
            Blinding Breath (Recharge 6). The mephit exhales a l 5-foot
            cone of blinding  u st. Each creature in that area must succeed   Frost Breath (Recharge 6). The mephit exhales a l 5-foot cone
                        d
            on a DC 10 Dexterity saving throw or be blinded for l  minute.   of cold air. Each creature in that area must succeed on a DC  0
                                                                                                         1
            A creature can repeat the saving throw at the end of each of its   Dexterity saving throw, taking 5  (2d4) cold damage on a failed
            turns, ending the effect on itself on a success.   save, or half as much damage on a successful one.
                                                                                                    fFP)i lTS
                                                                                                                 2  1 )
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