Mineral Mephit (5th Edition D&D Monster)
Mineral Mephit
Mineral Mephits are composed of elemental Earth and Positive Energy, look like small, sturdy, winged creatures made of rock and covered with clusters of crystals, and are among the most attractive and self-assured monsters of their sort. They are also the strongest of the Mephits, although this is not saying much in absolute terms. Mineral Mephits often have access to largely-worthless hoards of white, red, purple, and other crystals that they will cheerfully misrepresent the value of and attempt to use as trade goods or currency. In addition to Terran, Mineral Mephits are also able to speak Quidan, the language of the Positive Energy Plane.
Mineral Mephit
Small Elemental, neutral evil
Armor Class: 12 (natural armor)
Hit Points: 22 (5d6 + 5)
Speed: 30 ft., fly 20 ft.
STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 12 (+1) 11 (+0) 10 (+0) 14 (+2)
Skills: Perception +2, Stealth +2
Damage Vulnerabilities: Thunder, Necrotic
Damage Immunities: Fire, Poison, Radiance
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., passive Perception 12
Languages: Terran, Quidan
Challenge: 1/2 (100 XP)
Death Burst. When a Mineral Mephit dies, it explodes in a burst of jagged stone and crystals. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance. While a Mineral Mephit remains motionless it is indistinguishable from a natural formation of rock and crystals.
Innate Spellcasting (1/day). A Mineral Mephit can innately cast upon itself a spell with effects identical to those of Barkskin, causing additional clusters of hard crystals to emerge on its hide and enhancing its armor class to no less than 16. It requires no material components and its innate spellcasting ability is Charisma.
ACTIONS
Fists. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Crystal Breath (Recharge 6). A Mineral Mephit can exhale a 15-foot cone of crystal fragments. Each creature in that area must make a DC 10 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.