AC 12
HP 17 (5d6; bloodied 8)
Speed 30 ft., fly 30 ft.
Proficiency +2; Maneuver DC 12
Damage Immunities lightning, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Auran, Ignan
Death Burst. When the mephit dies, its Spark Form recharges, and the mephit uses it before it dies.
Elemental Nature. A mephit doesn’t require air, sustenance, or sleep.
ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) lightning damage.
Spark Form (Recharge 6). The mephit transforms into an arc of lightning and flies up to 20 feet without provoking opportunity attacks . During this movement, the mephit can pass through other creatures’ spaces. Whenever it moves through another creature’s space for the first time during this movement, that creature makes a DC 12 Dexterity saving throw , taking 5 (2d4) lightning damage on a failed save or half damage on a success. The mephit then reverts to its original form.
Faerie Flame (1/Day). Each creature within 10 feet of the mephit makes a DC 11 Dexterity saving throw . On a failure, the creature is magically outlined in blue light for 1 minute. While outlined, the creature gains no benefit from being invisible and attack rolls against it are made with advantage .
Combat
The mephit uses Spark Form and then attacks with its claws. If multiple spark mephits are present, one uses Faerie Flame. It fights to the death.
Legends and Lore
With an Arcana or Nature check, characters can learn the following:
DC 10 Unlike many elementals, mephits are composed of a mixture of two elements. Dust mephits are made from air and earth, ice mephits from air and water, magma mephits from earth and fire, spark mephits spark mephits from air and fire, and steam mephit from fire and water.
DC 15 Mephits are mischievous creatures. They exhale blasts of elemental energy on anyone who tries to spoil their fun.
DC 20 Mephits explode when they die.
Mephits are impish, elemental beings that embody mischief, chaos, and destruction. They are often seen flitting about on delicate, gossamer wings, but when they stay perfectly still, they appear to be nothing more than a pile of their base elements. Mephits fight with their claws and by exhaling blasts of elemental energy; they explode with that same energy when they die.
Born of the Planes. Mephits are born wherever two elemental planes overlap. They are composed of a mixture of two elements (with dust mephits made from air and earth, ice mephits from air and water, magma mephits from earth and fire, spark mephits from air and fire, and steam mephits from fire and water). Whether lighting fires or simply making a dirty mess, mephits revel in their elements. They don't seem to understand that the energy they carelessly toss about can harm creatures made from flesh and bone.
Mephit Colonies. Mephits gather in groups whenever they can. These groups are composed of individuals that share one or more elements. Mephits who share no elements fight each other fiercely. Because mephits do not need to eat, breathe, or sleep, they are often employed as guardians, though they are not apt to follow orders for long unless magically compelled to do so.
1–2 Delivering a message for their wizard master
3–4 Snatches the hat from one of the characters
5–6 Attacks on sight
Static electricity makes hair stand on end.
Mephits dwell on elemental planes but can be summoned as minor guardians. They also creep into natural landscapes that remind them of their homes, such as dusty deserts, icy tundras, stormy seas, active volcanoes, and steaming jungles.
CR 0–2 1 to 3 identical mephits , or 1 to 2 dust mephits with cockatrice , or 2 ice mephits with 2 white bloodhawks , or magma mephit with 1 or 2 magmin , or faerie dragon with 1 or 2 spark mephits , or 2 steam mephits with 1 or 2 violet fungi
CR 3–4 4 to 6 identical mephits , or 3 magma mephits with 2 dust mephits , or 3 ice mephits with 4 steam mephits
Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals , fire elementals , water elementals , and air elementals , each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits , and other elemental creatures.