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Steam Mephit 2014

CR 1/4 elemental

Small elemental (Mephits), neutral evil


Armor Class
10
Hit Points
21 (6d6)
Speed
30 ft., fly 30 ft.

STR5 (-3)
DEX11 (+0)
CON10 (+0)
INT11 (+0)
WIS10 (+0)
CHA12 (+1)

Saving Throws
Skills
Damage Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
Aquan, Ignan
Challenge
1/4 (50 XP) · Proficiency Bonus +2

Death Burst.

When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

Innate Spellcasting (1/Day).

The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws.

Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

Steam Breath.

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: Summon Mephits (1/Day).

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.

Environments: Caves, Forest or Jungle, Ocean, Plane of Fire, Plane of Water, Urban

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details