Mineral Mephit Petrifier

Family: Mephits

Small elemental, neutral evil

Armor Class 12 (natural armor)
Hit Points 31 (7d6+7)
Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 12 (+1) 11 (+0) 15 (+2)

Skills Perception +2, Stealth +3
Damage Vulnerabilities thunder, necrotic
Damage Immunities fire, poison, radiant
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Terran
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Death Burst. When a mineral mephit petrifier dies, it explodes in a burst of jagged stone and crystals. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) slashing damage and 3 (1d6) radiant damage on a failed save, or half as much damage on a successful one.
  • False Appearance. While a mineral mephit petrifier remains motionless it is indistinguishable from a natural formation of rock and crystals.
  • Stone Ward (1/Day). As an action, a mineral mephit petrifier can innately cause its hide to harden and for additional clusters of hard crystals to emerge on it, giving it resistance to nonmagical bludgeoning, piercing, and slashing damage for two minutes. This effect does not require concentration. It requires no material components and its innate spellcasting ability is Charisma.
  • Petrify (1/Day). As an action, a mineral mephit petrifier can innately attempt to temporarily turn to stone one creature that it can see within 60 feet, requiring no material components and using Charisma as its spellcasting ability. If the target’s body is made of flesh it must make a DC 12 Constitution saving throw. On a successful save, the creature is not affected; on a simple failed save its flesh begins to harden and it is restrained; and on a save failed by five or more places it is turned to stone for the duration. If the creature is physically broken while petrified it suffers from similar deformities if it reverts to its original state. Duration is concentration up to a minute, and the restrained or petrified condition is dispelled at the end of this period or if the Mephit’s concentration is broken.
  • Summon Mephits (1/Day). A mineral mephit petrifier has a 25 percent chance of summoning 2 (1d4) normal mineral mephits. A summoned Mineral Mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other mephits. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action.

ACTIONS

  • Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 3 (1d6) radiant damage.
  • Crystal Breath (Recharge 6). A mineral mephit petrifier can exhale a 20-foot cone of crystal fragments. Each creature in that area must make a DC 11 Dexterity saving throw, taking 10 (3d6) slashing damage on a failed save, or half as much damage on a successful one.

ABOUT

Mineral mephit petrifiers look much like their lesser cousins but are somewhat larger and have hides studded with crystals clustered in the shapes of arcane sigils of various sorts. Such creatures often have access to largely worthless hoards of white, red, purple, and other crystals that they will cheerfully misrepresent the value of and attempt to use as trade goods or currency.

If the situation warrants, they will attempt to summon regular mineral mephits and direct them in activities they would be unable to accomplish on their own.

In addition to Terran, mineral mephit petrifiers can speak Common and the language of the Positive Energy Plane.

Section 15: Copyright Notice

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