AIR MEPHIT – 5e stats

Small elemental (mephit), neutral

Armor Class 13
Hit Points 22 (5d6 + 5)
Speed 30 ft., fly 40 ft.

Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
7 (-2)16 (+3)12 (+1)10 (+0)10 (+0)11 (+0)

Skills Perception +2, Stealth +5
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Auran
Challenge 1/4 (50 XP)

Innate Spellcasting. Its innate spellcasting ability is Charisma (spell save DC 12). The mephit can innately cast the following spells, requiring no material components:

Regeneration. The air mephit regains 1 hit point at the start of its turn.

ACTIONS

  • Multiattack (suggested). The air mephit makes two attacks with its claws.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage.
  • Dirt Breath (Recharge 6). The mephit exhales a 10-foot line of sand, dirt, or other particles inhaled from the vicinity. Each creature in that area must succeed on a DC 10 Dexterity saving throw or suffer 1d6 damage.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

An air mephit is a small elemental creature that resembles a humanoid with a lower body made of swirling air. It has white skin, a broad grin, and small ears. It often wears a gold earring as a sign of vanity. Unlike most other mephits, it has no wings but flies on its airstreams with astonishing agility. It can speak Auran, the language of air elementals. Air mephits are the most maneuverable in flight of all mephits, and they are flighty in personality as well. Fickle, untrustworthy, and empty-headed, these mephits make excellent messengers and couriers — for their first mission. Thereafter they flee their creators to explore the planes, attach themselves to whomever looks interesting and make entertaining trouble.

COMBAT

An air mephit is not very strong or durable, but it is quick and cunning. It prefers to avoid direct confrontation and use its innate spellcasting abilities to create confusion and chaos. It can cast blur once per hour and gust of wind once per day, both requiring no material components. It can also exhale a line of sand, dirt, or other particles that can damage and blind its foes. When it dies, it explodes in a cloud of steam that can scald nearby creatures.

HABITAT / SOCIETY

An air mephit is usually found in places where air is abundant, such as mountaintops, windy plains, or stormy skies. It can also travel to other planes where air is dominant, such as the Elemental Plane of Air or the Quasi-Elemental Plane of Lightning. An air mephit is flighty and fickle in personality, often changing its allegiance and interest on a whim. It enjoys exploring new places and making trouble for fun. It can serve as a messenger or courier for more powerful beings, but it is likely to abandon its duty if something more exciting catches its attention. A confined mephit can freshen and cool the air in stuffy rooms. Spellcasters unaccustomed to hot weather sometimes bring them along on trips to hot Lower Planes.

ECOLOGY

An air mephit is a manifestation of the primal force of air, created by the interaction of elemental energies or by the will of a powerful spellcaster. It does not need to eat or sleep, but it can breathe air and other gases. It is immune to fire and poison, and cannot be poisoned. It can regenerate its wounds slowly over time. An air mephit has no natural enemies or allies, but it can be friendly or hostile depending on its mood and situation.