Steam Mephit
Small elemental, neutral evil
- Armor Class
- 10
- Hit Points
- 17 (5d6)
- Speed
- 30 ft., Fly 30 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 5 (-3) | 11 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) |
- Skills
- Stealth +2
- Immunities
- fire, poison, Exhaustion, Poisoned
- Senses
- Darkvision 60 ft.; Passive Perception 10
- Languages
- Primordial (Aquan, Ignan)
- Challenge
- 1/4 (50 XP); Proficiency Bonus +2
Traits
Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.
Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage.
Actions
Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage.
Steam Breath. Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Fire damage, and the target’s Speed decreases by 10 feet until the end of the mephit’s next turn. Success: Half damage only. Failure or Success: Being underwater doesn’t grant Resistance to this Fire damage.
Stat block from the System Reference Document 5.2 (CC-BY-4.0). See credits.