HP 21 (6d6; bloodied 10)
Speed 30 ft., fly 30 ft.
Proficiency +2; Maneuver DC 10
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Ignan
Death Burst. When the mephit dies, it explodes into steam. Each creature within 5 feet makes a DC 10 Constitution saving throw , taking 4 (1d8) fire damage on a failed save.
Elemental Nature. A mephit doesn’t require air, sustenance, or sleep.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
Blurred Form (1/Day, Bloodied Only). The mephit uses magical illusion to blur its form. For 1 minute, attacks against the mephit are made with disadvantage .
Steam Breath (1/Day). The mephit exhales a 15-foot cone of steam. Each creature in the area makes a DC 10 Constitution saving throw , taking 4 (1d8) fire damage on a failed save or half damage on a success.
The mephit uses Steam Breath and then attacks with its claws. It uses Blurred Form as soon as it’s bloodied. It retreats when reduced to 5 hit points or fewer.
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 Relaxing in a hot spring, fire, or cloud of fog
3–4 Questions travelers and attacks if they don’t respond in a language it knows
5–6 Attacks on sight
A sudden hiss, and then a geyser of boiling water nearby.
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.