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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