Death Mephit (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Death Mephit[edit]

Small elemental, neutral evil


Armor Class 12
Hit Points 33 (6d6 + 12)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Con +4, Cha +3
Skills Perception +2, Stealth +6
Proficiency Bonus +2
Damage Vulnerabilities radiant
Damage Resistances cold, lightning
Damage Immunities necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Primordial
Challenge 1 (200 XP)


Death Burst. When the mephit dies, it leaves behind a 5-foot sphere of black, deathly gas. The sphere spreads around corners and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. A creature that enters the sphere for the first time on its turn or starts its turn there must make a DC 12 Constitution saving throw or take 10 (4d4) necrotic damage and become poisoned for 1 minute. A poisoned creature can repeat this saving throw at the end of its turns, provided that it isn't in the cloud, ending the effect on a success.

Fear of Radiance. If the mephit takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Incorporeal Movement. The mephit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting (1/Day). The mephit can innately cast bestow curse (spell save DC 11). Its innate spellcasting ability is Charisma.

Sunlight Hypersensitivity. The mephit takes 10 radiant damage (this includes its vulnerability to radiant damage) when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage, plus 4 (1d8) necrotic damage, and the target can't regain hit points until the start of the mephit's next turn.

Draining Breath (Recharge 6). The mephit exhales unholy mist in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. The mephit regains hit points equal to half of the total damage dealt.

BONUS ACTIONS

Shadow Stealth. While in dim light or darkness, the mephit takes the Hide action.


A death mephit is created when any mephit wanders into the Shadowfell or a region influenced by the Shadowfell. The elemental energy that makes up the mephit is corrupted and transformed by the necrotic energy of the Shadowfell. Death mephits are hostile and constantly spew insults, though they are also obsessed with the undead.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures