Skip to main content

Mephit Bloodline

Monstrous Affliction

  • When you get afflicted by this curse you become imbued with the monstrous essence of the Owlbear.
  • The curse has a specific trigger, typically the occurrence of a full moon.
  • Upon rolling a natural 1 or natural 20, you automatically transform.
  • When transforming due to the trigger or a natural roll, you must succeed on a Wisdom saving throw with a DC of 10 + your player level. Failure results in entering a rage, compelling you to attack the nearest creature as your sole action. You can repeat the saving throw at the beginning of each of your turns.

Curse Manifestations

  • Monstrous Might: Your Charisma score increases to 14 if it is not already higher.
  • Monstrous Trait: While under the influence of this curse, your head grows elemental horns. If you had horns already, they are replaced by the elemental version.
  • Elemental Mephit Traits:
    • Dust Mephit: You gain vulnerability to fire damage. You are immune to poison damage. You can cast the sleep spell once using this trait. You regain the ability to do so when you finish a long rest.
    • Ice Mephit: You gain vulnerability to bludgeoning and fire damage. You are immune to cold and poison damage. You can cast the fog cloud spell once using this trait. You regain the ability to do so when you finish a long rest.
    • Magma Mephit: You gain vulnerability to cold damage. You are immune to fire and poison damage. You can cast the heat metal spell once using this trait. You regain the ability to do so when you finish a long rest.
    • Steam Mephit: You are immune to fire and poison damage. You can cast the blur spell once using this trait. You regain the ability to do so when you finish a long rest.
  • Mephit Form: As a bonus action on your turn, you can transform into a mephit, adopting its stat block for 1 hour. Your hit points and Hit Dice remain unchanged. You can revert to your normal form as a bonus action on your turn. Once you use this feature, you can't use it again until you finish a short or long rest. You revert to human form if your hit points drop to 0 or if you die.

Dust Mephit

Small elemental, neutral evil

Armor Class 12

Hit Points 17 (5d6)

Speed 30 ft., fly 30 ft.

STRDEXCONINTWISCHA
5 (-3)14 (+2)10 (+0)9 (-1)11 (+0)10 (+0)

Skills Perception +2, Stealth +4

Damage Vulnerabilities Fire

Damage Immunities Poison

Condition Immunities Poisoned

Senses Darkvision 60 ft., passive Perception 12

Languages Auran, Terran

Challenge 1/2 (100 XP)

Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage.

Blinding Breath (Recharge 6). The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded 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.

Image by DALL·E

Art by DALL·E