Ash Mephit

Family: Mephits

Small elemental, neutral evil

Armor Class 11
Hit Points 22 (5d6+5)
Speed 30 ft., fly 30 ft.

8 (-2) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 4 (-3)

Skills Perception +2, Stealth +3
Damage Vulnerabilities radiant
Damage Immunities fire, necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Ignan, Nihilistan
Challenge 1/2 (100 XP)


  • Death Burst. When an ash mephit dies, it explodes in a burst of coarse ash. Each creature within 5 feet of it must then succeed on a DC 11 Constitution saving throw or be blinded for one minute and take 3 (1d6) points of necrotic damage (half if the save is successful). A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success.
  • False Appearance. While an ash mephit remains motionless it is indistinguishable from a pile of normal ashes.
  • False Life (1/day). An Ash mephit can innately cast false life upon itself, gaining 6 (1d4+4) temporary hit points for an hour. It requires no material components and its innate spellcasting ability is Constitution.


  • Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 2 (1d4) necrotic damage.
  • Ash Breath (Recharge 6). An Ash mephit can exhale a 15-foot cone of ash. Each creature in that area must succeed on a DC 11 Dexterity saving throw or be blinded until the end of the Mephit’s next turn.


Ash mephits are composed of elemental Fire and Negative Energy and look like small, mottled gray winged humanoids formed from the refuse of forgotten hearths. They are particularly cold, sour, and unpleasant and are among the least attractive creatures of their sort.

Ash mephits can speak Ignan and Nihilistan, the language of the Negative Energy Plane.

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