HP 17 (5d6; bloodied 8)
Speed 30 ft., fly 30 ft.
Proficiency +2; Maneuver DC 12
Skills Perception +2, Stealth +4
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Auran, Terran
Death Burst. When the mephit dies, it explodes into dust. Each creature within 5 feet makes a DC 10 Constitution saving throw . On a failure, the creature is blinded until the end of its next turn.
False Appearance. While motionless, the mephit is indistinguishable from a pile of dirt.
Elemental Nature. A mephit doesn’t require air, sustenance, or sleep.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Blinding Breath (1/Day). The mephit exhales a 15-foot cone of dust. Each creature in the area makes a DC 10 Constitution saving throw . On a failure, the creature is blinded for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sleep Sand (1/Day). The closest creature within 60 feet with 20 hit points or fewer falls asleep for 1 minute. It awakens early if it takes damage or a creature uses an action to shake it awake. Constructs and undead are immune to this effect.
The mephit uses Sleep Sand and then Blinding Breath. If outnumbered by conscious and non-blind opponents, it flees. Otherwise, it attacks with its claws.
Legends and Lore
With an Arcana or Nature check, characters can learn the following:
DC 10 Unlike many elementals, mephits are composed of a mixture of two elements. Dust mephits are made from air and earth, ice mephits from air and water, magma mephits from earth and fire, spark mephits spark mephits from air and fire, and steam mephit from fire and water.
DC 15 Mephits are mischievous creatures. They exhale blasts of elemental energy on anyone who tries to spoil their fun.
DC 20 Mephits explode when they die.
Mephits are impish, elemental beings that embody mischief, chaos, and destruction. They are often seen flitting about on delicate, gossamer wings, but when they stay perfectly still, they appear to be nothing more than a pile of their base elements. Mephits fight with their claws and by exhaling blasts of elemental energy; they explode with that same energy when they die.
Born of the Planes. Mephits are born wherever two elemental planes overlap. They are composed of a mixture of two elements (with dust mephits made from air and earth, ice mephits from air and water, magma mephits from earth and fire, spark mephits from air and fire, and steam mephits from fire and water). Whether lighting fires or simply making a dirty mess, mephits revel in their elements. They don't seem to understand that the energy they carelessly toss about can harm creatures made from flesh and bone.
Mephit Colonies. Mephits gather in groups whenever they can. These groups are composed of individuals that share one or more elements. Mephits who share no elements fight each other fiercely. Because mephits do not need to eat, breathe, or sleep, they are often employed as guardians, though they are not apt to follow orders for long unless magically compelled to do so.
1–2 Claims to be thirsty: lets travelers pass if they pour out all their water on the ground
3–4 Magically drying up a body of water
5–6 Attacks on sight
Choking dust hangs in the air, making each beam of light visible.
Mephits dwell on elemental planes but can be summoned as minor guardians. They also creep into natural landscapes that remind them of their homes, such as dusty deserts, icy tundras, stormy seas, active volcanoes, and steaming jungles.
CR 0–2 1 to 3 identical mephits , or 1 to 2 dust mephits with cockatrice , or 2 ice mephits with 2 white bloodhawks , or magma mephit with 1 or 2 magmin , or faerie dragon with 1 or 2 spark mephits , or 2 steam mephits with 1 or 2 violet fungi
CR 3–4 4 to 6 identical mephits , or 3 magma mephits with 2 dust mephits , or 3 ice mephits with 4 steam mephits
Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals , fire elementals , water elementals , and air elementals , each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits , and other elemental creatures.