Mephit, Void

Family: Mephits

Small elemental, neutral evil

Armor Class 11
Hit Points 33 (6d6 + 12)
Speed 10 ft., fly 30 ft.

11 (+0) 13 (+1) 14 (+2) 6 (-2) 11 (+0) 14 (+2)

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


    • Death Burst. When the mephit dies, it explodes in a burst of void fragments. Each creature within 5 feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 7 (2d6) necrotic damage.
    • Innate Spellcasting. The mephit’s spellcasting ability is Charisma (spell save DC 12). The mephit can innately cast the following spells, requiring no material components:


      • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) necrotic damage.
      • Void Breath (Recharge 6). The mephit belches a cloud of void energy in a 15-foot cone. Each creature in the area must make a DC 11 Dexterity saving throw. A creature takes 5 (2d4) necrotic damage and 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.


A void mephit is a minor void spirit trapped in an impish body. Quite often, they are used as guards and spies by other denizens of the void. When not in the employ of other creatures, they will follow their own whims and will only rarely be seen away from their home plane.

Void mephits use their innate magical abilities to disguise themselves, which aids in their spying or guarding missions, as they blend in with their surroundings. They cannot keep the disguise up under closer scrutiny, however, and if discovered will almost always attack.

Section 15: Copyright Notice

Traps, Trammels, and Triggers Copyright 2021, Grim Press; Trevor Armstrong

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