Steam Mephit
Small Elemental, neutral evil
- Armor Class
- 10
- Hit Points
- 21 (6d6)
- Speed
- walk 30 ft., fly 30 ft.
- Challenge Rating
- 1/4
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 5 (-3) | 11 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) |
- Damage Immunities
- fire, poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Aquan, Ignan
Special Abilities
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.
The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
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.