Steam Mephit

5.5e

small elemental, neutral evil

Challenge 1/4 (50 XP)

STR
5 (-3)
DEX
11 (+0)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)

Defense

Armor Class 10 (natural armor)
Hit Points 17 (5d6)
Speed 30 ft., fly 30 ft.

Proficiencies & Senses

Skills Stealth +2
Languages Aquan, Ignan
Darkvision 60 ft.
Passive Perception 10

Traits

Damage Immunities Fire, Poison
Condition Immunities Exhaustion, Poisoned

Traits

Blurred Form

Attack rolls against the monster are made with Disadvantage unless the monster has the Incapacitated condition.

Death Burst

The monster explodes when it dies. Each creature in a 5-foot Emanation originating from the monster must make a DC 10 Dexterity saving throw, taking 5 (2d4) fire damage on a failed save, or half as much damage on a successful one.

Actions

Claw

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

Steam Breath

The monster exhales steam in a 15-foot cone. Each creature in that area must make a DC 10 Constitution saving throw, taking 5 (2d4) fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target's Speed decreases by 10 feet until the end of the monster's next turn. Being underwater doesn't grant resistance to this fire damage.

Reference Text

Steam mephits are small elemental creatures born from the Elemental Planes of Fire and Water. They are mischievous and malevolent, delighting in causing burns and scalding others with their steam. They are often found near hot springs, geysers, and volcanic vents, where they emerge to harass travelers and settlers. Their bodies are composed of swirling steam and vapor, giving them a blurred appearance that makes them difficult to hit in combat. When they die, they explode in a burst of scalding steam, harming those nearby. Steam mephits are known to serve more powerful fire or water elementals, acting as messengers or spies in exchange for protection or favors. They speak both Aquan and Ignan, the languages of water and fire, and are cunning negotiators despite their small size. Their alignment is typically neutral evil, reflecting their selfish and cruel nature. They are not inherently malicious but are driven by a desire to cause chaos and discomfort to creatures of the Material Plane. Their presence is often a sign of elemental instability in the area, and they may be summoned by careless spellcasters or emerge from rifts between planes. Despite their diminutive stature, they are not to be underestimated, as their steam breath can weaken even the strongest adventurers. They are also known to be cowardly, fleeing from combat if seriously injured, but they will fight fiercely if cornered or if their master commands it. In the hierarchy of mephits, steam mephits are considered mid-ranking, often bullied by fire mephits but lording over dust mephits. They are territorial and will defend their chosen haunts from other mephits, though they may form temporary alliances against common threats. Their lairs are typically steamy, humid places, and they collect shiny trinkets and baubles, which they hoard in hidden crevices. They are not particularly intelligent, but they are cunning and use their environment to their advantage, such as hiding in steam clouds to ambush prey. Overall, steam mephits are a nuisance and a danger to those who venture into their territory, and they embody the unpredictable and destructive nature of elemental forces.