Mephit, Sand

Family: Mephits

Small elemental, neutral

Armor Class 12
Hit Points 17 (5d6)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 10 (+0) 9 (-1) 11 (+0) 10 (+0)

Skills Perception +2, Stealth +4
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Terran
Challenge ½ (100 XP)

SPECIAL TRAITS

  • Death Burst. When the mephit dies, it explodes in a swirl of sand. Each creature within 5 feet of it must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
  • Innate Spellcasting (1/Day). The mephit can innately cast sleep (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

ACTIONS

  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
  • Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding sand. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

ABOUT

Mephits are elemental creatures, called from their primordial plane and given shape. They are roughly humanoid in form, with impish features such as wings, claws or horns. They are creatures inseparable from their elemental nature, and personify the temperament of their quintessential environments.

Section 15: Copyright Notice

Zargoth’s Tome of Familiars, Copyright 2021, Arcana Games, LLC.

Section 15: Copyright Notice

Zargoth’s Tome of Familiars, Copyright 2021, Arcana Games, LLC.

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