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Steam Mephit

Small elemental, neutral evil

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)

Proficiency Bonus +2

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

Innate Spellcasting. The mephit can innately cast , requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (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.

Blur

2nd-level illusion

Casting Time 1 action

Range Self

Components V

Duration Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

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Source: System Reference Document 5.1 (CC-BY-4.0).