Mephit, Wind

Family: Mephits

Small elemental, neutral

Armor Class 10
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)

Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge ¼ (50 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 10 Dexterity saving throw or take 3 (1d6) bludgeoning damage and be pushed 15 feet away.
  • Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

ACTIONS

  • Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) magical slashing damage.
  • Wind Breath (Recharge 6). The mephit exhales a 15-foot cone of air. Each creature in that area must make a DC 10 Dexterity saving throw, taking 3 (1d6) bludgeoning damage and being pushed 15 feet away on a failed save, or half as much damage and not pushed on a successful one.

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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