ASH MEPHIT – 5e stats

Medium elemental (mephit), neutral

Armor Class 12
Hit Points 22 (5d6+5)
Speed 30 ft., fly 40 ft.

Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
8 (-1)14 (+2)12 (+1)10 (+0)10 (+0)8 (-1)

Skills Stealth +5
Damage Immunities cold, fire, poison, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Ignan, Terran
Challenge 1/2 (100 XP)

Death Burst. When the mephit dies, it explodes in a burst of fiery ash. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 3 (1d6) slashing damage on a failed save, or half as much damage on a successful one. In addition, the target suffers the blinded condition for 1d4 rounds.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary pile of ash.

Gate (suggested). Once per hour the ash mephit can gate one ash mephit.

Innate Spellcasting (1/Day). The mephit can innately cast Lamentable Belaborment (spell save DC 9), requiring no material components. Its innate spellcasting ability is Charisma.

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

ACTIONS

  • Multiattack (suggested). The ash mephit makes two attacks with its claws.
  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
  • Ash Breath (Recharge 6). The ash mephit exhales a 15-foot cone of fiery ash. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
  • Ash Cloud (Recharge 4-6). The ash mephit sprays a cloud of choking ash in a 10-foot radius at a cost of 1 hp from their current total. Each creature in that area must make a DC 11 Constitution saving throw, taking 3 (1d6) fire damage on a failed save, or half as much damage on a successful one.

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 ash mephit is a small, winged creature that resembles a humanoid made of ash and cinders. Its body is gray and black, with glowing red eyes and a mouth full of sharp teeth. It has a pair of bat-like wings that allow it to fly, and a long tail that ends in a tuft of ash. An ash mephit is usually about 4 feet tall and weighs about 40 pounds.

Ash mephits are elemental creatures that originate from the Elemental Plane of Fire, where they serve as minions and messengers for more powerful fire beings. They are mischievous and malicious, delighting in causing pain and destruction with their fiery breath and claws. They often travel in groups, looking for opportunities to spread fire and ash wherever they go.

COMBAT

An ash mephit is not a formidable opponent on its own, but it can be dangerous in numbers or when aided by other fire creatures. It prefers to attack from the air, using its claws and breath weapon to inflict damage. It can also cast blur once per day, making it harder to hit.

An ash mephit’s most fearsome ability is its death burst, which triggers when it dies. The mephit explodes in a cloud of ash and fire, blinding and burning anyone nearby. This can create a chain reaction if multiple mephits die at the same time, creating a devastating inferno.

HABITAT / SOCIETY

An ash mephit’s natural habitat is the Elemental Plane of Fire, where it lives among volcanoes, lava pools, and firestorms. It has no loyalty or affection for its own kind, and often competes with other mephits for resources and favor from their masters. An ash mephit can speak Ignan, the language of fire elementals, and sometimes Common.

An ash mephit can be summoned to the Material Plane by powerful fire magic or by a rift between the planes. It usually serves as a spy, scout, or saboteur for its summoner, but it can also act on its own whims if left unchecked. An ash mephit enjoys setting things on fire, especially flammable or explosive materials, and watching the chaos that ensues.

ECOLOGY

An ash mephit has no need for food or water, but it requires a source of heat to sustain itself. It can draw energy from any fire, but it prefers natural flames such as those from volcanoes or wildfires. An ash mephit can also create its own fire by exhaling hot ash or igniting flammable substances with its claws.

An ash mephit has few natural predators, as most creatures avoid its fiery aura and explosive death. However, it can fall prey to larger or more intelligent fire beings, such as salamanders, efreeti, or fire giants, who may enslave or devour it. An ash mephit also has a natural enmity with water and earth elementals, who oppose its destructive nature.