Small elemental, neutral evil
- Armor Class
- 10
- Hit Points
- 21 (6d6)
- Speed
- fly 30 ft., 30 ft.
- Challenge
- 1/4 (50 XP)
- Damage Immunities
- fire; poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Aquan, Ignan
Traits
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
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
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.
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 blur, requiring no material components. Its innate spellcasting ability is Charisma.