Mephit, Tenebrous

Family: Mephits

Small elemental (shadow), neutral or neutral evil

Armor Class 12
Hit Points 13 (3d6 + 3); Wound Threshold 5
Speed 30 ft., flight 30 ft.

7 (-2) 14 (+2) 13 (+1) 9 (-1) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +4
Damage Vulnerabilities fire, radiant
Damage Resistances necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Primordial
Challenge 1/2 (100 XP)


  • Death Burst. When the tenebrous mephit dies, it explodes in a burst of darkness. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 4 (1d8) necrotic damage on a failed save, or half as much damage on a successful one.
  • False Appearance. While the tenebrous mephit remains motionless in a dimly lit area, it is indistinguishable from an ordinary shadow.
  • Innate Spellcasting (1/Day). The tenebrous mephit can innately cast darkness, requiring no material components. Its innate spellcasting ability is Charisma (spell save DC 10).
  • Sunlight Sensitivity. While in sunlight, the tenebrous mephit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage.
  • Tenebrous Breath (Recharge 6). The tenebrous mephit exhales a 15-foot cone of darkness. Each creature in that area must make a DC 11 Dexterity saving throw. On a failed save, a creature takes 3 (1d6) necrotic damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded.

Taking approximately humanoid shapes, these small, nimble beings are made of thick, dark vapor, bringing to mind the patterns formed by a drop of black ink spreading through water.

They come into being in places entirely devoid of light, such as dark dungeons, subterranean ruins, or Netherworld caverns. The more prevalent the darkness, the more numerous tenebrous mephits are likely to be.

Amidst shadows, mephits are hard to spot, but they are strongly attracted to lit areas, their passion for extinguishing lights making them likely to come out in plain sight.

Certain communities of the Netherworld have learned to maintain small colonies of tenebrous mephits in side passageways through which bold adventurers might access strategic areas (mining depots, supply caches, weapon and explosive stashes, etc.). In so doing, Subterranians save time and resources usually allocated to maintaining and recharging physical or magical traps. The tenebrous mephits enthusiastically harass intruders, harrowing them, disorienting them, and slowing down their progression, alerting watchers and giving reinforcements time to gather and organize.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

This is not the complete section 15 entry - see the full license for this page