Small elemental (mephit), neutral evil
Armor Class 10
Hit Points 27 (6d6 + 6)
Speed 30 ft., fly 30 ft.
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) |
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Ignan
Challenge 1/4 (50 XP)
Innate Spellcasting (1/Day). The mephit can innately cast Fog Cloud, requiring no material components. Its innate spellcasting ability is Charisma.
Regeneration. The mist mephit regains 1 hit point at the start of its turn.
ACTIONS
- Multiattack. The mist mephit makes two attack with its claws.
- Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) poison damage.
- Misty Breath (Recharge 6). The mephit exhales a 15-foot ball of sickly-green mist that automatically envelop the targets. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 3 (1d4+1) choking damage on a failed save, or half as much damage on a successful one. In addition, the target is blinded for 1d4 rounds.
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
A mist mephit is a small, imp-like creature that originates from the Quasi-Elemental Plane of Steam, a border region between the planes of Air and Water. It has a translucent body that emits a thick mist, allowing it to blend into foggy or swampy environments. Its skin color ranges from gray to green, and its eyes are usually red or yellow. It has bat-like wings, clawed hands and feet, and a long tail. A mist mephit speaks Common and Primordial, the language of the elemental planes.
COMBAT
A mist mephit is not very aggressive, but it will defend itself if threatened. It prefers to hide in dark and misty places, spying on other creatures or acting as a messenger for other mephits. It can use its claws to slash at its enemies, or spit sticky balls of mist that can damage and blind them. It can also create a wall of choking mist that obscures vision and harms those who breathe it. A mist mephit is immune to poison, but vulnerable to fire. When it dies, it explodes in a burst of mist that can also blind nearby creatures.
HABITAT / SOCIETY
A mist mephit is usually found in cool climates, such as swamps, marshes, or mountains. It can also travel to other planes through portals or gates, often following other mephits or elemental creatures. A mist mephit is shy and secretive, rarely interacting with others unless it has a reason. It considers itself an elite spy, and often observes other mephits or creatures for signs of treachery or weakness. It may also relay information from one mephit to another, usually involving plots or schemes. A mist mephit does not have a strong sense of loyalty or hierarchy, and will betray or abandon its allies if it suits its interests.
ECOLOGY
A mist mephit is a creature of elemental magic, and does not need to eat or drink. It reproduces by fission, splitting into two identical copies when it reaches a certain age or size. This process is triggered by environmental factors, such as temperature, humidity, or magic. A mist mephit does not have a natural lifespan, and can live indefinitely unless killed by violence or disease. A mist mephit has a minimal impact on its surroundings, as it does not consume resources or create waste. However, it may cause trouble for other creatures by spreading rumors, stealing secrets, or sabotaging plans.