Small elemental, neutral evil
- Armor Class
- 12
- Hit Points
- 22 (5d6 + 5)
- Speed
- fly 30 ft., 30 ft.
- Challenge
- 1/4 (50 XP)
- Skills
- Stealth +4, Perception +2
- Damage Immunities
- fire; poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- Auran, Ignan
Traits
When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn.
The mephit has a 25 percent 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.
Spellcasting
The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.