Page 216 - D&D Bestiary
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Du sT  M EPHI T

         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
         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 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 11
         Armor Class 12                                   Hit Points 21 (6d6)
         Hit Points 17  (5d6)                             Speed 30 ft., fly 30ft.
         Speed 30 ft., fly 30ft.
                                                             STR    DEX    CON     INT    WIS    CHA
           STR    DEX    CON     INT    WIS     CHA
                                                            7 (-2)   13  (+1)   10 (+0)   9 (- 1)   11  (+0)   12 (+1)
          5 (- 3)   14 (+2)   10 (+0)   9 (- 1)   11 (+0)   10 (+0)
                                                          Skills Perception +2, Stealth +3
         Skills Perception +2, Stealth +4
                                                          Damage Vulnerabilities bludgeoning, fire
         Damage Vulnerabilities fire
                                                          Damage Immunities cold, poison
         Damage Immunities poison                         Condition Immunities poisoned
         Condition Immunities poisoned                    Senses darkvision 60ft.,  passive Perception 12
         Senses darkvision 60ft., passive Perception 12
                                                          Languages Aquan, Au ran
         Languages Auran, Terran                          Challenge 1/2 (100 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 10
         dust. Each creature within 5 feet of it must then succeed on a
                                                           Dexterity saving throw, taking 4 (1d8)  slashing damage on a
         DC 10 Constitution saving throw or be blinded for 1 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.
         Innate Spe/lcasting (1jDay). The mephit can innately cast sleep,
         requiring no material components. Its innate spellcasting   Innate Spellcasting (1jDay). The mephit can innately cast
         ability is  Charisma.                            fog cloud,  requiring no material components.  Its innate
                                                          spellcasting ability is Charisma.
         ACTION S
                                                          ACTIONS
         Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
         creature. Hit: 4 (1d4 + 2)  slashing damage.     Claws.  Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
                                                           Hit: 3 (1d4 + 1)  slashing damage plus 2 (ld4) cold damage.
         Blinding Breath (Recharge 6). The mephit exhales a 15-foot
         cone of blinding dust. Each creature in that area must succeed   Frost Breath (Recharge 6). The mephit exhales a 15-foot cone
         on a DC 10 Dexterity saving throw or be blinded for 1 minute.   of cold air.  Each creature in that area must succeed on a DC 10
         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.



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