Small elemental (mephit), neutral evil
Armor Class 14
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+3) | 15 (+2) | 10 (+0) | 6 (-2) | 11 (+0) | 15 (+2) |
Condition Immunities poisoned
Damage Resistances lighting, poison, thunder
Languages Auran
Challenge 1 (200 XP)
Deafening Burst. When the mephit dies, it explodes in a crack of thundering noise in a 15-foot radius. Creatures in the area must make a DC 12 Constitution saving throw. On a failed saving throw the targets take 2d8 thunder damage and suffer the deafened condition.
Innate Spellcasting. The mephit’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast thunderwave at will requiring no material components.
Regeneration. The thunder mephit regains 1 hit point at the start of its turn.
ACTIONS
- Multiattack. The thunder mephit makes two attacks with its claws.
- Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) thuder damage.
- Thunder Breath (recharge 6). The mephit exhales thunders in a 15-foot line that is 1-foot wide. All creatures within that area must make a DC 12 Dexterity saving throw, taking 9 (2d8) thunder damage on a failed save, or half as much damage on a successful on.
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
Thunder Mephit
A thunder mephit is a small, winged creature that resembles a cross between a goblin and a bat. It has gray skin, yellow eyes, and a mouth full of sharp teeth. Its wings are covered with feathers that crackle with electricity. A thunder mephit is an elemental being that originates from the Plane of Air, where it serves as a messenger, scout, or spy for more powerful entities.
COMBAT
A thunder mephit is not very strong or brave, but it can be a nuisance to its enemies with its claws and its thunder breath. Its claws can inflict piercing and thunder damage, while its breath can unleash a blast of sound that deafens and damages anyone in a line. A thunder mephit can also use its innate magic to cast spells such as shocking grasp, thunderwave, or lightning bolt. A thunder mephit can regenerate some of its wounds if it is near a source of air or electricity. If it is killed, it explodes in a burst of thunder that harms nearby creatures.
HABITAT / SOCIETY
A thunder mephit lives in the Plane of Air, where it flies among the clouds and storms. It enjoys the freedom and chaos of the wind, and often plays pranks on other creatures or objects that it encounters. A thunder mephit is loyal to its master, usually a djinni, an air elemental, or a storm giant, who sends it on missions to other planes. A thunder mephit can also be summoned by a spellcaster who knows the proper rituals. A thunder mephit is curious and mischievous, but also arrogant and spiteful. It likes to mock and annoy other beings, especially those who are slow or clumsy.
ECOLOGY
A thunder mephit does not need to eat or drink, but it can consume air or electricity to replenish its energy. It does not have a natural lifespan, but it can be killed by violence or magic. A thunder mephit does not reproduce naturally, but it can create more of its kind by using its magic to fuse two or more sources of air or electricity together. A thunder mephit has no interest in treasure or material goods, but it may collect shiny or noisy objects that catch its attention. A thunder mephit has no natural enemies, but it may provoke the wrath of those who dislike its antics or oppose its master.
Thunder Mephit is employed as material component to empower the following spells: