Salt Mephit (5e Creature)

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Salt Mephit[edit]

Small elemental, neutral evil


Armor Class 13 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 30 ft., fly 20 ft., climb 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 13 (+1) 6 (-2) 11 (+0) 12 (+1)

Proficiency Bonus +2
Damage Vulnerabilities acid
Damage Immunities necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Aquan
Challenge 1/2 (100 XP)


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.
Until the creature uses an action to scrape or wash off the salt crystals using a blade or water, the creature takes 2 (1d4) poison damage at the end of each of its turns, its speed is reduced by 5 feet, and the creature must roll a d4 and subtract the number rolled from any attack roll it makes or Constitution saving throw it makes to maintain concentration.

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.

ACTIONS

Claws. 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.

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