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

Mephit, Tar

Small elemental, neutral evil

Armor Class 14 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 6 (–2) 11 (+0) 10 (+0)

Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)

Special Traits

  • Death Burst. When the mephit dies, it explodes in a burst of scalding tar. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
  • False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary bubbling puddle of tar.
  • Innate Spellcasting (1/day). The mephit can innately cast tar arrow (as acid arrow but with fire damage) (spell save DC 10, +2 to hit with spell attacks), requiring no material components. Its innate spellcasting ability is Charisma.

Actions

  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) fire damage.
  • Tar Breath. The mephit exhales a 15-foot cone of scalding tar. Each creature in that area must make a DC 11 Dexterity saving throw or take 7 (2d6) fire damage and its speed is reduced by 10 feet until the end of the creature’s next turn. The creature takes half as much damage on a successful save and does not suffer a reduction in speed.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.