Medium elemental (mephit), neutral
Armor Class 11
Hit Points 27 (5d6 + 10)
Speed 30 ft., fly 10 ft.
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 14 (+2) | 8 (-1) | 12 (+1) | 8 (-1) |
Skills Perception +3, Stealth +3
Damage Immunities fire, poison
Condition Immunities poisoned
Spell Vulnerabilities (suggested) Passwall and Transmute Rock destroy an Earth Mephit instantly
Senses darkvision 60 ft., passive Perception 13
Languages Terran
Challenge 1/4 (50 XP)
Change Size. Once per day, they can grow to a height of 10’ for one turn. Strength raises to 19 (+4), hit roll +8, fist damage 2d6 + 4 bludgeoning damage each.
Spit Rock. The earth mephit can spit a rock at one target within 15’ hitting automatically (2d6 damage). The use of this attack costs the mephit 2 hp apiece from its current total.
Innate Spellcasting. Once per hour an earth mephit can attempt to gate in 1-2 other mephits, either earth or magma. If two arrive, they are the same type.
- 1/hour. Gate (1d2 earth mephit or 1d2 magma mephit)
Regeneration. The earth mephit regains 1 hit point at the start of its turn if they stand on ground for thre whole round.
Vulnerability. Passwall and Transmute Rock spells destroy them instantly.
ACTIONS
- Multiattack (suggested). The earth mephit makes two attacks with its claws.
- Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 4) bludgeoning 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
Earth mephits are small, winged creatures that resemble thin earth elementals. They have stony skin, glittering eyes, and rigid wings of dull metal that never flap. Their wings, which never flap, seem to play no role in the mephit’s magical flight. Earth mephits fly clumsily and smell like dirt. They are native to the Elemental Plane of Earth, but they can sometimes be found on other planes as well. They are curious and stubborn, but not inherently evil. They have a fondness for gems and jewelry, which they often collect or trade. Earth mephits are also known as dust devils or rock sprites by some cultures. They have stolid, humorless personalities. Stubborn and immune to insult, they pursue money-making schemes, always with single-mindedness but also singular ineptitude.
COMBAT
Earth mephits are not very skilled fighters, but they can use their sharp claws to slash at their enemies. They also have some innate magical abilities that allow them to manipulate earth and stone. They can soften earth and stone to create pits or tunnels, or enlarge themselves to gain strength and durability. They can also breathe out a blast of pebbles that can injure anyone within 15 feet. Earth mephits can summon another earth mephit or a magma mephit once per day for one hour, but this ability has a chance of failing. Earth mephits are immune to poison and paralysis, and they have resistance to fire and acid.
HABITAT / SOCIETY
Earth mephits prefer to live in places where they can be close to the earth, such as caves, mines, or mountains. They are usually solitary, but they sometimes form gangs or mobs with other mephits of similar types. They communicate with each other using Common and Terran languages. Earth mephits are loyal to their allies and often serve as cohorts or messengers for powerful individuals. Some earth mephits are followers of the drow god Vhaeraun, who sends them to aid his worshippers. Earth mephits also worship Grumbar, the elemental lord of earth, who grants them their powers.
ECOLOGY
Earth mephits do not need to eat, but they enjoy consuming gems and jewelry, which they believe enhance their power and beauty. They do not reproduce naturally, but they can be created by powerful earth magic or by the will of the elemental lords. Earth mephits have a natural affinity with earth and metal, and they can sense vibrations and tremors in the ground. They are vulnerable to spells that affect earth and stone, such as passwall or transmute rock, which can destroy them instantly. Earth mephits are also enemies of air mephits, who they consider rivals and intruders.