Smoke Mephit

Monster Manual (2025) p. 208

Size
Small
Type
elemental
Alignment
neutral evil
AC
12
Initiative
2
Hit Points
13 (3d6+3)
Speed
walk 30 ft., fly 30 ft.
Skills
Stealth +4, Perception +2
Immunities
fire, poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
12
Languages
Primordial (Auran, Ignan)
Challenge
1/4
Lineage
Mephit
Environment
planar (elemental)
STR
6
−2
DEX
14
+2
CON
12
+1
INT
10
+0
WIS
10
+0
CHA
11
+0

Traits

Proficiency Bonus

+2

Death Burst

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

Actions

Claw

Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage.

Cinder Breath (Recharge 6)

Dexterity Saving Throw: DC 11, one creature the mephit can see within 15 feet. Failure: The target has the Blinded 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.

Smoke Mephit: Smoke mephits are elusive beings formed of fiery cinders and hot air. They love misleading creatures and then mocking them for their gullibility.