Mud Mephit

Monster Manual (2025) p. 207

Size
Small
Type
elemental
Alignment
neutral evil
AC
11
Initiative
1
Hit Points
13 (3d6+3)
Speed
walk 20 ft., fly 20 ft., swim 20 ft.
Skills
Stealth +3
Immunities
poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Primordial (Aquan, Terran)
Challenge
1/4
Lineage
Mephit
Environment
planar (elemental)
STR
8
−1
DEX
12
+1
CON
12
+1
INT
9
−1
WIS
11
+0
CHA
7
−2

Traits

Proficiency Bonus

+2

Death Burst

The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: The target has the Restrained condition until the end of its next turn.

Actions

Slam

Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage.

Mud Breath (Recharge 6)

Dexterity Saving Throw: DC 11, one creature the mephit can see within 15 feet. Failure: The target has the Restrained condition until the end of the mephit's next turn.

recharge

D6

Other data

description

Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users. Mephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.

Mud Mephit: A combination of earth and water, mud mephits are crude, disgusting creatures. They take every opportunity to ruin objects and pollute food with muck.