Steam Mephit 2014
CR 1/2 elemental
Small elemental, chaotic evil
When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 11 DEX save or be scalded for 1 minute. A scalded creature has disadvantage on weapon attack rolls and on ability checks that require manual dexterity. A scalded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
While the mephit remains motionless and hovering, it is indistinguishable from an ordinary cloud of steam.
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) fire damage.
Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 2 (1d4) fire damage
The mephit exhales superheated breath in a 15-foot cone. Each creature in that area must make a DC 11 CON save. On a failure, a creature takes 5 (2d4) fire damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer exhaustion. A creature can't suffer more than two levels of exhaustion from a steam mephit's Steam Breath, regardless of the number of times it fails the save or the number of steam mephits using Steam Breath against it.
Bonus Actions
The mephit casts the blur spell, requiring no material components and using WIS as the spellcasting ability.
Other versions
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details