Radiant Steam Mephit

Family: Mephits

Small elemental, neutral evil

Armor Class 11
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) 13 (+1)

Skills Perception +2, Stealth +2
Damage Vulnerabilities necrotic
Damage Immunities fire, poison, radiant
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Aquan
Challenge 1/4 (50 XP)

SPECIAL TRAITS

  • Death Burst. When a radiant steam mephit dies, it explodes in a cloud of scalding steam. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) radiant damage on a failed save, or half as much damage on a successful one.
  • Blurry (1/Day). A radiant steam mephit can innately cast blur, requiring no material components and using Charisma as its innate spellcasting ability.

ACTIONS

  • Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage plus 2 (1d4) radiant damage.
  • Steam Breath (Recharge 6). A radiant steam mephit can exhale a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) radiant damage on a failed save, or half as much damage on a successful one.

ABOUT

Traditional steam mephits are composed of Water and Fire, but they have cousins composed of Water and Positive Energy that originate on the Quasi-Elemental Plane of Steam, where the Elemental Plane of Water and the Positive Energy Plane intersect.

Radiant steam mephits are also identical in appearance to their para-elemental kin — leaving trails of hot water wherever they go and hissing with tendrils of steam — and are drawn to areas like hot springs and other sources of geothermal activity.

They can speak Aquan and the language of the Positive Energy Plane.

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