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MEPHIT, FIRE

Small elemental, neutral evil

DEFENSE

Armor Class 12
Hit Points 17 (5d6)
Speed 30 ft., fly 30 ft.

ABILITY SCORES

STR 7 (-2)DEX 14 (+2)CON 10 (+0)INT 9 (-1)WIS 11 (+0)CHA 12 (+1)

STATISTICS

Skills Perception +2, Stealth +4
Damage Vulnerabilities cold
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Auran, Ignan
Challenge 1/2 (100 XP)

TRAITS

Death Burst. When the fire mephit dies, it explodes in a burst of fire. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Innate Spellcasting. The fire mephit can innately cast scorching ray (spell save DC 11; +3 to hit with spell attacks), requiring no material components. The fire mephit's spellcasting ability is Charisma.

ACTIONS

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4) fire damage.

Breath Weapon (Recharge 6). The fire mephit exhales fire in a 15-foot cone. Each creature in that cone must make a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

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