Salt Mephit (5e Creature)
Salt Mephit[edit]
Small elemental, neutral evil Armor Class 13 (natural armor)
Proficiency Bonus +2 Death Burst. When the mephit dies, it explodes into a burst of salt crystals. Each creature within 5 feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 5 (2d4) slashing damage and become covered in salt crystals. Innate Spellcasting. The mephit can innately cast blindness/deafness (spell save DC 11). Its innate spellcasting ability is Charisma. Water Susceptibility. For every 5 feet the mephit moves in water, or for every gallon of water splashed on it, the mephit takes 5 acid damage (this includes its vulnerability to acid damage), and the mephit has a -1 penalty to its AC until the end of its next turn. ACTIONSClaws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) poison damage. Desiccating Breath (Recharge 6). The mephit exhales a moisture-draining vortex in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw. On a failed save, a creature takes 7 (2d6) necrotic damage and is desiccated for 1 minute. A desiccated creature has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws. On a successful save, a creature takes half as much damage and isn't dessicated. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
Salt mephits are quasi-elementals from the quasi-elemental Plane of Salt, located between the Plane of Water and the Negative Energy Plane. Though they are usually dour and cheerless, they are surprisingly easy to anger, and seemingly only happy when they make others miserable. |
Back to Main Page → 5e Homebrew → Creatures