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Mephit, Salt

Small elemental, neutral evil

Armor Class 12
Hit Points 27 (6d6 + 6)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 6 (–2) 11 (+0) 14 (+2)

Skills Perception +2, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Terran
Challenge 1/2 (100 XP)

Special Traits

  • Death Burst. When the mephit dies, it explodes in a burst of salt crystals. Each creature within 5 feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 2 (1d4) slashing damage and be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Dehydrate (1/day). The mephit draws moisture from an area centered on itself. Living creatures within a 20-foot radius of the mephit must succeed on a DC 11 Constitution saving throw or take 9 (2d8) necrotic damage. Plant creatures and magical plants make the saving throw with disadvantage, and the effect does maximum damage to them if they fail. Nonmagical plants within the area simply wither and die.

Actions

  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage.
  • Salt Breath (recharge 6). The mephit exhales a spray of salt crystals in a 15-foot cone. Each creature in the area must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

About

Salt mephits are commonly found on the Plane of Earth. These mephits are cruel and aloof.

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene