I’ve been asked to take a look at mephits, wicked little critters that maliciously embody the para-elements of dust, ice, magma, mud, smoke and steam. The Monster Manual characterizes them as “tricksters,” but every one of them is of neutral evil, not chaotic, alignment, so their “trickery” is of a decidedly baleful sort. I don’t see any reason why they shouldn’t behave as evolved creatures with respect to their self-preservation instinct, but if survival is their No. 1 priority, causing gratuitous harm and annoyance to others is No. 2.
Mephits aren’t tough—half of them are CR 1/4, and the other half are CR 1/2. All of them have low Strength, all of them can fly, and all of them have darkvision (meaning they either live underground or are active primarily at night) and the Death Burst feature, which does something when they’re killed, although that something depends on the type of mephit. And they all have a simple melee attack, along with a breath weapon that has only a 1 in 6 chance to recharge, so in all likelihood, they’ll get to use it only once. Most (but not all) of them are proficient in Stealth, suggesting that they like to ambush their victims, and their low Strength suggests that they’ll usually be encountered in decent-size groups; a lone mephit wouldn’t dare pick a fight with more than a couple of enemies at once.
Beyond that, though, every type of mephit is a little bit different, and there’s nothing for it but to look at each type individually. (more…)