5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Elementals >Mephits >

Mephit, Smoke

Small elemental, neutral evil

Armor Class 12
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 6 (–2) 11 (+0) 15 (+2)

Skills Perception +4, Stealth +4
Damage Vulnerabilities cold
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Ignan
Challenge 1/2 (100 XP)

Special Traits

  • Death Burst. When the mephit dies, it explodes in a cloud of smoke. Each creature within 5 feet of the mephit must make a successful DC 10 Constitution saving throw or take 1d4 fire damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Innate Spellcasting. The mephit can innately cast blur 1/day, requiring no material components. Its innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks).

Actions

  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) fire damage.
  • Sooty Breath (recharge 5–6). The mephit exhales black soot in a 15-foot cone. All creatures within that area must make a DC 12 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.
  • Ember Storm (1/day). A smoke mephit can create a downpour of white-hot embers that affects a 20-foot radius sphere centered on itself. All creatures caught in the storm must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
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City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene