Vacuum Mephit Annihilator

Family: Mephits

Small elemental, neutral evil

Armor Class 12
Hit Points 17 (5d6)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 12 (+1) 11 (+0) 11 (+0) 7 (-2)

Skills Perception +2, Stealth +5
Damage Vulnerabilities radiant
Damage Immunities poison, necrotic, bludgeoning (see below)
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Auran, Common
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Death Burst. When a vacuum mephit annihilator dies, it implodes, leaving a momentary sphere of nothingness in a 5-foot area around it. Each creature within this area must then succeed on a DC 11 Strength saving throw or have anything it is holding ripped from its grasp and deposited in the square where the Mephit was, and must also succeed on a DC 11 Constitution saving throw or pass out and be rendered unconscious. An unconscious creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success, and will thereafter likely need to use multiple actions to stand up, retrieve anything it dropped, etc.
  • Balloon-Like. Once a vacuum mephit annihilator has inflated as a result of using its breath weapon it will remain inflated for a minute. During that time the Annihilator will be immune to bludgeoning damage but will be knocked away from an attacker a number of feet equal to 5 plus the damage from such a source that it would have received. Furthermore, if it suffers piercing or slashing damage air will rush out of its wounds, causing it to briefly spin around in a frenzy, giving it +2 to its AC and allowing it, as a reaction, to make a fist attack at a random target within reach each time it suffers such damage.
  • Summon Mephits (1/Day). A vacuum mephit annihilator has a 25 percent chance of summoning 2 (1d4) normal Vacuum 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.

ACTIONS

  • Fists. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 3 (1d6) necrotic damage.
  • Chill Touch. Ranged Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage. This spell manifests as a small sphere of nothingness that consumes the victim’s essence. Furthermore, if the Mephit chooses it can concentrate on the spell as an action, allowing it to attack with advantage on second and subsequent rounds.
  • Vacuum Breath (Recharge 6). A vacuum mephit annihilator can inhale a 20-foot cone of air, literally sucking the breath out of living creatures within it. Each creature in that area must succeed on a DC 13 Constitution saving throw or pass out and be rendered unconscious. An unconscious creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success, and will thereafter likely need to use multiple actions to stand up, retrieve anything it dropped, etc.

ABOUT

Vacuum mephit annihilators are monsters of elemental Air and Negative Energy that look much like normal creatures of their sort but which have dull gray sigils appearing and disappearing on their pale hides.

Their favorite places tend to be enclosed and of the sort that would provoke claustrophobia in those prone to it.

They are somewhat more clever than regular Vacuum Mephits, can speak Common in addition to Auran and the language of the Negative Energy Plane, and are fairly adept at ambushing foes and using circumstances to their advantage.

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