Mephit, Air

Family: Mephits

Small elemental, neutral evil

Armor Class 13
Hit Points 21 (6d6)
Speed 30 ft., fly 60 ft.

11 (+0) 17 (+3) 10 (+0) 6 (-2) 11 (+0) 14 (+2)

Skills Perception +2, Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Auran
Challenge 1/2 (100 XP)

Special Traits

  • Death Burst. When the mephit dies, it explodes in a burst of wind. Each creature within 5 feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 2 (1d4) bludgeoning damage and be forced prone.
  • Innate Spellcasting (1/day). The mephit’s innate spellcasting ability is Charisma (spell save DC 12). The mephit can innately cast blur, requiring no material components.


  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
  • Wind Breath (recharge 6). The mephit exhales air in a 15-foot cone. Each creature in the area must succeed on a DC 11 Strength saving throw or be pushed up to 5 feet away and forced prone.


Air mephits are commonly found on the Plane of Air. These mephits are whimsical and prone to distraction.

Section 15: Copyright Notice

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