Blackwater Mephit (5e Creature)

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Blackwater Mephit[edit]

Small elemental, neutral evil

Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 30 ft.

8 (-1) 12 (+1) 12 (+1) 9 (-1) 12 (+1) 10 (+0)

Proficiency Bonus +2
Damage Vulnerabilities radiant
Damage Resistances necrotic, water
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Aquan, Infernal
Challenge 1/4 (50 XP)

Death Burst. When the mephit dies, it explodes into a blast of water. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 2 (1d4) water damage and 2 (1d4) necrotic damage.

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


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

Sludge Breath (Recharge 6). The mephit exhales a 15-foot cone of tainted water. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 2 (1d4) water damage and 2 (1d4) necrotic damage on a failed save, or half as much damage on a successful one.

Composed of water and darkness, blackwater mephits leave trails of tainted water wherever they go, taking joy in ruining a sailor's day, it is believed that they are the result of attempted influence by the Lower Planes that had been less successful than intended.
If you aren't using water damage in your campaign, the mephit deals necrotic damage instead.

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