Bestiary · Elemental

PR 1/2

Ember Mephit

Ember mephits settle in forge halls and reactor decks and cannot be removed, because the habitat is the working part of the facility. A mephit lights anything that will take a flame, moves away, and watches. Managers post a watch for them.

Ember Mephit, drawn at Small scale
Physiology
Elemental
Size
Small
Speed
30 ft., fly 30 ft.
Armor class
13
Hit points
36 (8d6 + 8)
Proficiency
+2
  • STR 6 -2 save -2
  • DEX 15 +2 save +2
  • CON 12 +1 save +1
  • INT 8 -1 save -1
  • WIS 11 +0 save +0
  • CHA 13 +1 save +1
Skills
Perception +2 , Stealth +4
Passive Perception
12
Senses
darkvision 60 ft.
Languages
Primordial
Damage immunities
fire, poison
Damage vulnerabilities
cold
Condition immunities
poisoned
Found in
Subterranean , Plane of Ignis

Traits

  • Death Burst

    When it drops to 0 hit points it bursts into flame. Each creature within 5 feet makes a DC 11 Dexterity save or takes 2d6 fire damage.

  • Ignites Objects

    Sets one flammable object it touches alight each round, and moves away to watch.

Actions

  • Claws

    +4 to hit · reach 5 ft.

    1d4 + 2 fire damage

  • Ember Breath

    A 15-foot cone. Each creature in it makes a DC 11 Dexterity save, taking 2d6 fire damage and gaining the Burning condition on a failure, or half as much and no burning on a success. It can do this once every two rounds.