Radiance Mephit Scorcher

Family: Mephits

Small elemental, neutral evil

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

6 (-2) 14 (+2) 12 (+1) 12 (+1) 11 (+0) 16 (+3)

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


  • Death Burst. When a Radiance mephit scorcher dies, it explodes in a burst of energized flame. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 9 (2d8) radiant damage on a failed save, or half as much damage on a successful one.
  • Radiant. Radiance mephit scorchers are so bright that it is difficult to look at them and, as a result, melee and ranged attacks are made against them at disadvantage.
  • Pulse (1/long Rest). As an action, a Radiance mephit scorcher can momentarily pulse with a brightness like that of the sun, causing creatures within 60 feet of it to make a DC 13 Constitution saving throw or be affected as if by the spell Blindness. It requires no material components and its innate spellcasting ability is Charisma.
  • Scorching Rays (1/Day). A radiance mephit scorcher can innately cast scorching ray, creating three rays of fire and hurling them at one or multiple targets within range. It must make a ranged spell attack at +5 for each ray and, on a hit, the target takes 7 (2d6) fire damage. It requires no material components and its spellcasting ability is Charisma.
  • Summon Mephits (1/Day). A radiance mephit scorcher has a 25 percent chance of summoning 2 (1d4) normal radiance mephits. A summoned 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.


  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 3 (1d6) radiant damage.
  • Plasma Breath (Recharge 6). A radiance mephit scorcher can exhale a 60-foot long, 1-foot-wide line of energized flame. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or no damage on a successful one.


Radiance mephit scorchers are creatures of elemental Fire and Positive Energy that look much like their lesser cousins but which are slightly larger and have hides that swirl with energized flame like the surface of the sun and have dark spots in the form of arcane sigils. Such creatures shed bright light in a 60-foot radius and dim light for an additional 60 feet.

There are not many places outside of their elemental homelands that they actually like, but on the Material Plane they are drawn to areas like hot, bright deserts and enjoy great glowing spectacles like burning cities and forest fires.

Radiance mephit scorchers are intellectually superior to normal radiance mephits, can speak Ignan and Common, and often lead and direct activities that weaker creatures would be incapable of on their own.

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