Death Mephit (5e Creature)
Death Mephit[edit]
Small elemental, neutral evil Armor Class 12
Saving Throws Con +4, Cha +3 Death Burst. When the mephit dies, it leaves behind a 5-foot sphere of black, deathly gas. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute. Any creature that enters the sphere for the first time or starts its turn there must make a DC 12 Constitution saving throw or take 10 (4d4) necrotic damage and become poisoned for 1 minute. A poisoned creature can repeat this saving throw at the end of its turns, provided that it isn't in the cloud, ending the effect on a success. Fear of Radiance. If the mephit takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Incorporeal Movement. The mephit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting (1/Day). The mephit can innately cast bestow curse (save DC 11), requiring no material components. Its innate spellcasting ability is Charisma. Sunlight Hypersensitivity. The mephit takes 10 radiant damage (this includes its vulnerability to radiant damage) when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ACTIONSClaws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage, plus 4 (1d8) necrotic damage, and the target can't regain hit points until the start of the mephit's next turn. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the mephit regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Necrotic Breath (Recharge 6). The mephit exhales unholy mist in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. BONUS ACTIONSShadow Stealth. While in dim light or darkness, the mephit takes the Hide action.
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A death mephit is created when any mephit wanders into the Shadowfell or a region influenced by the Shadowfell. The elemental energy that makes up the mephit is corrupted and transformed by the necrotic energy of the Shadowfell. |
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