MEPHIT, FIRESmall elemental, neutral evil
DEFENSEArmor Class 12
Hit Points 17 (5d6)
Speed 30 ft., fly 30 ft.
|STR 7 (-2)||DEX 14 (+2)||CON 10 (+0)||INT 9 (-1)||WIS 11 (+0)||CHA 12 (+1)|
STATISTICSSkills 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)
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.
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.