Mud Mephit

Small Elemental , Neutral Evil
• Armor Class: 11
• Hit Points: 27 (6d6+6)
• Speed: 20 ft., fly 20 ft., swim 20 ft.

8 (-1) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 7 (-2)

• Skills: Stealth +3
• Condition Immunities: poisoned
• Senses: darkvision 60 ft.
• Languages: Aquan, Terran
• Challenge: 1/4 (50 XP)
• Environments: Coast, Dungeon, Forest, Planar, Swamp, Urban

• Death Burst: When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 ft. of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn.

• False Appearance: While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.


• Fists: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage.

• Mud Breath (Recharge 6): The mephit belches viscid mud onto one creature within 5 ft. of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

• Variant: Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.