Salt 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
7 (-2) 12 (+1) 11 (+0) 8 (-1) 10 (+0) 11 (+0)

Skills Perception +2, Stealth +3
Damage Vulnerabilities radiant, Water (see below)
Damage Immunities poison, necrotic
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Ignan
Challenge 1/2 (100 XP)

SPECIAL TRAITS

  • Death Burst. When a Salt mephit dies, it explodes in a burst of salt fragments. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 2 (1d4) slashing damage and 2 (1d4) necrotic damage and becoming blinded for one minute upon a failure and taking half damage and not being blinded on a success. A blinded creature can repeat this saving throw on each of its turns, ending the effect on itself with a success.
  • False Appearance. While a Salt mephit remains motionless it is indistinguishable from a formation or pile of normal salt or crystals of similar appearance.
  • Inflict Wounds (1/Day). A Salt mephit can touch a living victim and destroy fluid in it, inflicting 16 (3d10) necrotic damage on a hit, exactly as per the spell Inflict Wounds. It requires no material components and its innate spellcasting ability is Charisma.
  • Destroy Moisture (1/Day). A Salt mephit can destroy (i.e., vaporize) all atmospheric moisture in a 20-foot radius around itself, to include the non-magical contents of things like canteens and wineskins. It requires no material components and its innate spellcasting ability is Charisma. Any living creature in this area must make a DC 10 Constitution saving throw or become uncomfortably parched and unable to speak (making casting of spells with verbal components impossible). Victims of this effect can reattempt the saving throw at the end of each of their turns, doing so at advantage if they are able to drink something. Significant presence of water in the area will effectively negate this ability and instead cause up to 10 gallons of it to be destroyed.
  • Water Susceptibility. A Salt Mephit is very susceptible to being dissolved and will suffer 9 (2d8) acid damage for every gallon of water splashed on it; a waterskin full of water will inflict 4 (1d8) points of damage. Water effects that cause damage inflict double damage to this monster, inflict acid damage to it, and cause it to have disadvantage on saving throws to avoid or reduce damage (e.g., the “Geyser” effect of a decanter of endless water will inflict 2d4 acid damage rather than 1d4 bludgeoning damage, but the save to avoid being knocked prone is not made at disadvantage). Water-producing spells that do not normally inflict damage will inflict up to 1d6 acid damage per level of the spell or spell slot used to cast them (e.g., create or destroy water used to make rain fall on a Salt Mephit will inflict 1d6 acid damage if cast with a 1st-level spell slot, 2d6 acid damage if cast with a 2nd-level spell slot, etc.).

ACTIONS

  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) necrotic damage.
  • Salt Breath (Recharge 6). A Salt mephit can exhale a 15-foot cone of caustic salt. Each creature in that area must make a DC 11 Dexterity saving throw, taking 2 (1d4) slashing damage and being blinded for one minute on a failed save and taking no damage and not being blinded on a successful save. A blinded creature can repeat this saving throw on each of its turns, ending the effect on itself with a success.

ABOUT

Salt mephits are composed of elemental Water and Negative Energy and look like small winged humanoids made from crystal that can range in color from dull white to pale gray to a faded pink. They are especially sharp and bitter in their demeanor.

Such creatures prefer the very driest environments they can find, including places like deep deserts and salt mines.

In addition to Aquan, salt mephits can speak the language of the Negative Energy Plane.

Section 15: Copyright Notice

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