Page 218 - D&D Bestiary
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SMOKE MEPHIT
Smoke mephits are crude, lazy creatures of air
and fire that billow smoke constantly. They
rarely speak the truth and love to mock and
mislead other creatures.
STEAM MEPHIT
Composed of fire and water, steam
mephits leave trails of hot water
wherever they go, and they hiss
with tendrils of steam. Bossy and
hypersensitive, they are the self-
appointed overlords of all mephits.
VARIANT: MEPHIT SUMMONING
Some mephits can have an action option that allows them to
summon other mephits.
Summon Mephits (1JDay). The mephit has a 25 percent
chance of summoning 1d4 mephits of its kind. A summoned
mephit appears in an unoccupied space within 60 feet of
its summoner, acts as an ally of its summoner, and can't
summon other mephits. It remains for 1 minute, until it
or its summoner dies, or until its summoner dismisses it
as an action.
5TEIIM Mer>HIT
SMOKE MEPHIT
Small elemental, neutral evil
STEAM MEPHIT
Armor Class 12 Small elemental, neutral evil
Hit Points 22 (5d6 + 5)
Speed 30 ft. , fly 30ft. Armor Class 10
Hit Points 21 (6d6)
STR DEX CON INT WIS CHA Speed 30ft., fly 30ft.
6 (- 2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)
STR DEX CON INT WIS CHA
Skills Perception +2, Stealth +4 5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)
Damage Immunities fire, poison
Condition Immunities poisoned Damage Immunities fire, poison
Senses darkvision 60ft., passive Perception 12 Condition Immunities poisoned
Languages Au ran, lgnan Senses darkvision 60ft., passive Perception 10
Challenge 1/4 (50 XP) Languages Aquan, lgnan
Challenge 1/4 (50 XP)
Death Burst. When the mephit dies, it leaves behind a cloud
of smoke that fills a 5-foot-radius sphere centered on its space. Death Burst. When the mephit dies, it explodes in a cloud of
The sphere is heavily obscured. Wind disperses the cloud, steam. Each creature within 5 feet of the mephit must succeed
which otherwise lasts for 1 minute. on a DC 10 Dexterity saving throw or take 4 (ld8) fire damage.
Innate Spellcasting (1JDay). The mephit can innately cast Innate Spellcasting (1JDay). The mephit can innately cast blur,
dancing lights, requiring no material components. Its innate requiring no material components. Its innate spellcasting
spellcasting ability is Charisma. ability is Charisma.
ACTIONS ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one Claws. Melee Weapon Attack: +2 to hit, reach 5 ft. , one creature.
creature. Hit: 4 (1d4 + 2) slashing damage. Hit: 2 (ld4) slashing damage plus 2 (1d4) fire damage.
Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone Steam Breath (Recharge 6). The mephit exhales a 15-foot cone
of smoldering ash. Each creature in that area must succeed on of scalding steam. Each creature in that area must succeed on
a DC 10 Dexterity saving throw or be blinded until the end of a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a
the me ph it's next turn. failed save, or half as much damage on a successful one.

