Small elemental (mephit), neutral evil
Armor Class 12
Hit Points 22 (5d6 + 5)
Speed 30 ft., fly 30 ft.
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 14 (+2) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) |
Skills Perception +2, Stealth +4
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Auran, Ignan
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. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.
Innate Spellcasting. Its innate spellcasting ability is Charisma (spell save DC 12). The mephit can innately cast the following spells, requiring no material components:
- 1/day. Dancing lights
Regeneration. The smoke mephit regains 1 hit point at the start of its turn.
ACTIONS
- Multiattack. The smoke mephit makes two attack with its claws.
- Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
- Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit’s next turn.
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 smoke mephit is a small, winged creature that resembles a humanoid made of ash and soot. It has red eyes, sharp claws, and a mischievous grin. A smoke mephit constantly emits a trail of smoke from its mouth and nostrils, which it can manipulate to create various effects. Smoke mephits are crude, lazy, and deceitful creatures that enjoy mocking and misleading other beings. They rarely speak the truth and often make up stories to amuse themselves or to get out of trouble. Smoke mephits speak Auran and Ignan, the languages of air and fire elementals.
COMBAT
Smoke mephits are not very brave or strong, and prefer to avoid direct combat if possible. They use their innate spellcasting ability to cast dancing lights, creating distractions or illusions to escape or confuse their enemies. They can also exhale a cone of smoldering ash that can blind their foes for a short time. If cornered or threatened, they will use their claws to slash at their opponents, but they will flee as soon as they get a chance.
When a smoke mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured and can hinder the vision of anyone inside or near it. Wind can disperse the cloud, which otherwise lasts for 1 minute.
Some smoke mephits have the ability to create a downpour of white-hot embers that affects a 20-foot radius. Living creatures caught in the storm take fire damage and must make a saving throw to avoid being burned. This ability is rare and can only be used once per day by some smoke mephits.
HABITAT / SOCIETY
Smoke mephits are native to the Elemental Plane of Fire, where they are often found near volcanoes, geysers, or other sources of smoke and steam. They are also drawn to places where fire and air elements mix, such as deserts, mountains, or forests that are prone to wildfires. Smoke mephits are usually solitary or found in small groups of two or three. They are not loyal to each other and will betray their companions for their own benefit or amusement.
Smoke mephits sometimes serve more powerful fire or air elementals as messengers, spies, or scouts. They are also known to associate with fire cultists, pyromancers, or other beings who share their affinity for flames and smoke. Smoke mephits are curious and greedy creatures that will often steal shiny or valuable objects from others. They are also fond of pranks and jokes, especially those that involve fire or smoke.
ECOLOGY
Smoke mephits are elemental creatures that do not need to eat, drink, or sleep. They do not age or reproduce in the conventional sense, but rather emerge from the elemental chaos when fire and air elements collide. Smoke mephits have no natural predators or allies, but they may be hunted by creatures that dislike or fear fire, such as water elementals, frost giants, or dragons.
Smoke mephits have little impact on the natural environment, except for the occasional fire or smoke they cause or spread. They may also leave behind traces of elemental essence when they die, which can be harvested by elemental spellcasters or those who study the elemental planes.
Smoke Mephit is employed as component to empower the following spells: