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Dust Mephit

Dust Mephit Small elemental, neutral evil 1/2 100 xp

  • Armor class 12
  • Hit points 17 (5d6)
  • Speed 30 ft., fly 30 ft.
  • STR 5 (-3)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 12

Languages: Auran, Terran

Challenge: 1/2 (100 xp)

Composed of earth and air, dust mephits are drawn to catacombs and find death morbidly fascinating.

Damage vulnerabilities: fire

Death burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Innate spellcasting (1/day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee weapon attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Ice Mephit

Ice Mephit Small elemental, neutral evil 1/2 100 xp

  • Armor class 11
  • Hit points 21 (6d6)
  • Speed 30 ft., fly 30 ft.
  • STR 7 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Perception +2, Stealth +3

Damage Immunities: cold, poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 12

Languages: Aquan, Auran

Challenge: 1/2 (100 xp)

Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty

Damage vulnerabilities: bludgeoning, fire

Death burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

False appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Innate spellcasting (1/day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee weapon attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Magma Mephit

Magma Mephit Small elemental, neutral evil 1/2 100 xp

  • Armor class 11
  • Hit points 22 (5d6 + 5)
  • Speed 30 ft., fly 30 ft.
  • STR 8 (-1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Stealth +3

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Ignan, Terran

Challenge: 1/2 (100 xp)

Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others' words and actions.

Damage vulnerabilities: cold

Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

Innate Spellcasting.(1/Day). The mephit can innately cast Heat Metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Mud Mephit

Mud Mephit Small elemental, neutral evil 1/4 50 xp

  • Armor class 11
  • Hit points 27 (6d6 + 5)
  • Speed 20 ft., fly 30 ft., swim 20 ft.
  • STR 8 (-1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 7 (-2)

Skills: Stealth +3

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Aquan, Terran

Challenge: 1/4 (50 xp)

Mud mephits are slow, unctuous creatures of earth and water. They drone their complaints to all who will listen, and beg incessantly for attention and treasure.

Death burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.

Actions

Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage.

Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Smoke Mephit

Smoke Mephit Small elemental, neutral evil 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d6 + 5)
  • Speed 30 ft., fly 30 ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Perception +2, Stealth +4

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 12

Languages: Auran, Ignan

Challenge: 1/4 (50 xp)

Smoke mephits are crude, lazy creatures of air and fire that billow smoke constantly. They rarely speak the truth and love to mock and mislead other creatures.

Death burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5 foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.

Innate Spellcasting (1/Day). The mephit can innately cast Dancing Lights, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 2) slashing damage.

Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn.

Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions


Steam Mephit

Steam Mephit Small elemental, neutral evil 1/4 50 xp

  • Armor class 10
  • Hit points 21 (6d6)
  • Speed 30 ft., fly 30 ft.
  • STR 5 (-3)
  • DEX 11 (0)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Aquan, Ignan

Challenge: 1/4 (50 xp)

Composed of fire and water, steam mephits leave trails of hot water wherever they go, and they hiss with tendrils of steam. Bossy and hypersensitive, they are the self appointed overlords of all mephits.

Death burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 (1d4) slashing damage plus 2 (1d4) fire damage.

Steam Breath (Recharge 6). The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.