Medium elemental (mephit), neutral
Armor Class 11
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 |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 10 (+0) | 9 (-1) | 11 (+0) | 12 (+1) |
Skills Perception +2, Stealth +2
Damage Vulnerabilities cold
Damage Immunities cold, fire, piercing, poison, slashing
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Aquan
Challenge 1/2 (100 XP)
Death Burst. When the mephit dies, it explodes in a burst of acid. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) acid damage on a failed save, or half as much damage on a successful one.
Regeneration. The ice mephit regains 1 hit point at the start of its turn.
ACTIONS
- Multiattack. The water mephit makes two attacks with its claws.
- Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage.
- Acid Breath (Recharge 5-6). The mephit exhales a 15- foot cone of acid. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 8 (3d4) acid 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
A water mephit is a small, impish creature that originates from the Elemental Plane of Water. It has scaly skin that ranges from light blue to sea green, and large, bulbous eyes that are usually black. It has fin-like wings that allow it to fly and swim with ease, and webbed ears and toes that help it navigate aquatic environments. A water mephit smells like brine and constantly drips salt water from its body.
These thin, finny humanoids have fishy, staring eyes and fish lips. They manifest an irritating joviality, making remarkably tactless comments on their companions’ actions and situations: “Buck up, you can handle these fiends. Or if not, you’ll make good dretches.” They attach themselves to adventuring parties (unasked) out of an appetite for novelty.
COMBAT
A water mephit is not very aggressive, but it can defend itself if provoked. It can attack with its claws, but it prefers to use its breath weapon, which is a stream of acidic water that can burn and corrode its enemies. The water mephit can breathe this acid every other round, hitting one target automatically.
A water mephit is immune to acid and fire damage, as well as cutting or impaling damage from nonmagical weapons. Its semi-liquid form allows it to absorb or avoid such attacks. However, it is vulnerable to cold damage, which can freeze and shatter its body. A water mephit can also regenerate some of its wounds by drinking any liquid, even if it is poisonous or harmful.
A water mephit can also summon another water or ice mephit once per hour by opening a gate to the Elemental Plane of Water. This ability has a 25% chance of success, and the summoned mephit will obey the caller’s commands.
HABITAT / SOCIETY
A water mephit can live in any place that has abundant sources of water, such as oceans, rivers, lakes, swamps, or even fountains. It prefers to live near other creatures, especially those that are diverse and interesting. A water mephit is very curious and playful, and likes to interact with others by splashing them with water, creating currents, or making jokes. However, this behavior can sometimes annoy or offend others, as the water mephit is not very tactful or sensitive.
A water mephit does not have a fixed home or society, but rather wanders around in search of new experiences and adventures. It may join an adventuring party (without being asked) out of boredom or curiosity, or attach itself to a powerful or influential creature that can offer it protection or entertainment. A water mephit is not very loyal or reliable, but it can be friendly and helpful if treated well.
Captured water mephits stand watch in kitchens, ready to put out fires, or maintain aquaria for the wealthy.
ECOLOGY
A water mephit does not have a specific role or function in the natural world, but rather adapts to its surroundings and circumstances. It can consume any liquid as food, and does not produce any waste or byproducts. It does not have any natural enemies or predators, except for those that can harm it with cold magic or weapons. A water mephit does not have a fixed lifespan, but rather ages according to its mood and activity level. A happy and active water mephit can live for centuries, while a bored or depressed one may fade away in a few years.