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Steam Mephit

Steam Mephit

 

Composed of Fire and Water,Steam Mephits leave trails of hot water wherever they go,and they hiss with tendrils of steam.Bossy and hypersensitive they are the self-appointed overlords of all Mephits.

Basic Information

Anatomy

Imp-Like,Composed of Fire and Water,the body is almost see-through

Ecology and Habitats

The Steam Mephit dwells anywhere that is hot creating steam to rise,like a natural geyser

Dietary Needs and Habits

Elemental Nature

 

The Steam Mephit doesn't require Food,Drink or Sleep

Additional Information

Facial characteristics

Long pointed nose,deep-set yellow or white eyes and long pointed ears

Perception and Sensory Capabilities

Darkvision 60ft & Passive Perception 10

Civilization and Culture

Major Language Groups and Dialects

  • Aquan  (Elemental Water)
  • Ignan (Elemental Fire)
A Steam Mephit by forgottenrealms
Genetic Ancestor(s)
Origin/Ancestry
Elementals
Average Height
2ft-4ft Tall (Averaging 3ft)
Body Tint, Colouring and Marking
The Steam Mephit is almost see-through or whitish-Grey which makes it so hard to detect,its eyes give away its location the most


Cover image: A Steam Mephit by forgottenrealms

STEAM MEPHIT CR: 1/4 (50XP)

Small elemental, neutral evil
Armor Class: 10
Hit Points: 21 (6D6)
Speed: 30 ft , fly: 30 ft

STR

5 -3

DEX

11 +0

CON

10 +0

INT

11 +0

WIS

10 +0

CHA

12 +1

Damage Immunities: Fire & Poison
Condition Immunities: Poisoned
Senses: Darkvision 60ft & Passive Perception 10
Languages: Aquan (Elemental Water) & Ignan (Elemental Fire)
Challenge Rating: 1/4 (50XP)

INNATE SPELLCASTING (1/DAY):

  THE MEPHIT CAN INNATELY CAST BLUR, REQUIRING NO MATERIAL COMPONENTS. ITS INNATE SPELLCASTING ABILITY IS CHARISMA.

1/day: Blur


DEATH BURST:

  WHEN THE MEPHIT DIES, IT EXPLODES IN A CLOUD OF STEAM. EACH CREATURE WITHIN 5 FEET OF THE MEPHIT MUST SUCCEED ON A DC 10 DEXTERITY SAVING THROW OR TAKE 4 (1D8) FIRE DAMAGE.

Actions

CLAW:

  MELEE WEAPON ATTACK: +2 TO HIT, REACH 5FT, ONE TARGET: HIT 2 (1D4) SLASHING DAMAGE PLUS 2 (1D4) FIRE DAMAGE.  

STEAM BREATH (RECHARGE 6):

  THE MEPHIT EXHALES A 15-FOOT CONE OF SCALDING STEAM. EACH CREATURE IN THAT AREA MUST SUCCEED ON A DC 10 DEXTERITY SAVING THROW, TAKING 4 (1D8) FIRE DAMAGE ON A FAILED SAVE, OR HALF AS MUCH DAMAGE ON A SUCCESSFUL ONE.    

VARIANT: MEPHIT SUMMONING

  SOME MEPHITS CAN HAVE AN ACTION OPTION THAT ALLOWS THEM TO SUMMON OTHER MEPHITS.  

SUMMON MEPHITS (1/DAY):

  THE MEPHIT HAS A 25% CHANCE OF SUMMONING 1D4 MEPHITS OF ITS KIND. A SUMMONED MEPHIT APPEARS IN AN UNOCCUPIED SPACE WITHIN 60 FEET OF ITS SUMMONER, ACTS AS AN ALLY OF ITS SUMMONER, AND CAN’T SUMMON OTHER MEPHITS. IT REMAINS FOR 1 MINUTE, UNTIL IT OR ITS SUMMONER DIES, OR UNTIL ITS SUMMONER DISMISSES IT AS AN ACTION.

Comments

Author's Notes

Original Article written for D&D Monster Manual 5e by Wizards of the Coast (WotC)


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