Deep Dive - The Mephit

Deep Dive - The Mephit

We hope you’re ready for these elemental scamps because there are over a dozen of them! These mischievous elemental-kin will happily set your barn on fire, blame the cat, and then kill your best friend just because they think it’d be funny. Of course, they didn’t start out as elementals, but rather as fiends, so it makes sense why these rascals enjoy tormenting other creatures.

1e - Mephit (Fire)

Frequency: Very rare
No. Appearing: 1
Armor Class: 5
Move: 12”/24”
Hit Dice: 3+1
% in Lair: Nil
Treasure Type: 2-12
No. of Attacks: 2
Damage/Attack: 1-3/1-3
Special Attacks: Breath Weapon
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Average
Alignment: Variable but always evil
Size: M (5’ tall)
Psionic Ability: Nil
Level/X.P. Value: III/150+4 per hit point

Fire Mephit / Fiend Folio, 1981 TSR Inc.

We start with four Mephits, the Fire, Lava, Smoke, and Steam Mephit, all found in the Fiend Folio (1981). They are mean, sadistic, and evil, which makes sense as their alignment is listed as “always evil”. It doesn't matter if they are also Lawful, Neutral, or Chaotic, they are still evil. It's not a shock then to learn that they reside in the Abyss or the Nine Hells with the other creatures of pure wickedness. Most are gainfully employed, working for powerful demons and other residents of the lower planes, serving as errand creatures. 

This doesn't mean they pick up Asmodeus' dry cleaning or fetch Orcus coffee. Usually, they are performing some sort of nasty piece of business, from murder to theft to kidnapping. They enjoy doing this, especially if they get to watch their helpless victims experience pain. Once they kill or get sick of torturing their victims, they steal the clothes their victims are wearing. The ostentatious and tasteless, the better. They have to cut holes in the back of any garment, as they have wings so that they can fly away when they’ve had their fun. All Mephits have pointy fangs and attack with their nasty claws and a breath weapon attack. All the better to ruin your day with.

Lava Mephit / Fiend Folio, 1981 TSR Inc.

The Fire Mephit are dull red with black streaks and wisps of flame twirling around them. Don't get too close; as you will get burned. Fire Mephits can cast heat metal and magic missile, each once per day. In addition, once per hour, they can attempt to cast gate and bring forth another Mephit of any type. Their breath weapon is a 15-foot jet of flame that singes your clothes and burns your flesh. The Fire Mephit can switch this up and instead drop a wall of flame.

The Lava Mephit is a nasty creature. The red monster drips lava from their bodies and radiates intense heat. Touch one, and you'll take up to eight fire damage. Their touch dissolves most materials, and yes, that includes your armor. You may not even know you have stumbled upon a Lava Mephit since they can shape change into a puddle of lava. If you insult one of these foul creatures, get ready to be spat at. A Lava Mephit's breath weapon is spitting hot fire, burning through flesh, metal, and anything else it hits.

Smoke Mephit / Fiend Folio, 1981 TSR Inc.

Up next are Smoke Mephits which appear to be constantly pouring smoke from its body. Bright light is the bane of their existence, and they will do everything they can to avoid it. They can cast invisibility and dancing lights once per day. Killing a Smoke Mephit results in them bursting into fire, hurting everyone who are near them. Like the others, they have a breath weapon, but it is a sooty ball of smoke that blinds you for a few rounds.

The last of these short fiends are Steam Mephits. These grey nasties are constantly dripping boiling water, which will burn if it touches. Even better, a single drop of boiling water from them has a 50% chance of stunning you for a round. How does that work? Just avoid the liquid seeping from their pores. They can create a rainstorm of boiling water as if casting an ice storm once daily. Or they can decide to contaminate water every hour, which is just the reverse version of the purify water spell. If you are unlucky enough to be within 20 feet of them, a Steam Mephit’s breath attack is them expelling a jet of boiling water.

Steam Mephit / Fiend Folio, 1981 TSR Inc.

In the module H4 - the Throne of Bloodstone (1988), there is a lake of fire filled with Lava Mephits that appear as humans via a permanent illusion spell. There's even a Fire Mephit named Dimwold, banished to a remote location after some jackass reported him to the higher-ups. He finds the situation ludicrous since he believes he is the smartest of all the Mephits. Heck, he should even have his own layer of Hell. Got to love a Mephit that dreams big.

2e - Mephit (Ice)

Climate/Terrain: Any
Frequency:
Common on lower planes; very rare on Prime Material Plane
Organization:
Solitary
Activity Cycle:
Any
Diet:
Special
Intelligence:
Average (8-10)
Treasure:
N
Alignment:
Variable but always evil
No. Appearing:
1 on Prime Material Plane, 1-10 on lower planes
Armor Class:
5
Movement:
12, Fl 24 (B)
Hit Dice:
13
THAC0:
17
No. of Attacks:
2
Damage/Attack:
1-2/1-2
Special Attacks:
Breath weapon and see below
Special Defenses:
See below
Magic Resistance:
Nil
Size:
M (5’ tall)
Morale:
Average (8-10)
XP Value:
420

Air Mephit / Planescape Monstrous Compendium Appendix, 1994 TSR Inc. Tony DiTerlizzi

We hope you are ready as this edition goes wild with Mephits, showing them off in Monstrous Compendium: Fiend Folio Appendix (1992), Monstrous Manual (1993), and Planescape Monstrous Compendium Appendix (1994). Before discussing the incredible number of Mephits in this edition, we'll discuss the general characteristics they all share. Some traits, including their unique characteristics, stay the same, but some adjustments exist. The most significant change is when you search for the Mephit, don't always head for the "M" section because they are now classified as Imps, at least in the Monstrous Manual. Mephits still stand 5-feet tall, have wings, and leak whatever elemental they are made from. When they get their asses kicked by brave adventurers like yourself, they can coat themselves in the element they are formed from, regaining hit points.

Dust Mephit / Planescape Monstrous Compendium Appendix, 1994 TSR Inc. Tony DiTerlizzi

They still work for their creators from Hell, and we mean that literally. They are created by their bosses to be messengers and horrid creatures, tormenting people when they are sent to the Material Plane. They are groveling little cretins when around their master, but vicious and mean amongst other creatures. This includes other Mephits, although they can be frienemies with Mephits of their own type. You'd probably be a cruel jerk, too, if your boss were a demon who destroyed you the second you ceased to be helpful… or asked too many questions… or caused too much mischief.

Earth Mephit / Planescape Monstrous Compendium Appendix, 1994 TSR Inc. Tony DiTerlizzi

All Mephits can fly, and we have to imagine a flying lava monster is not what you'd want to see heading in your direction. They all attack with the claws and breath weapon, although each Mephit's breath attack is unique. Since Mephits can get lonely, they can all attempt to gate a friend to hang out with them. Oh wait, we forgot they all hate each other. Instead, the summoning of another Mephit will happen only in battle, probably to be used as a meat shield or simply because they think it will make their enemy’s life harder.

There are sixteen Mephit in this edition, one for each of the four core elemental planes; air, earth, fire, and water. After that, there are four Mephits for the four para-elemental planes; ice, magma (lava), ooze, and smoke. Finally, there are eight Mephits for the quasi-elemental planes, which are separated into two groups. The elemental planes adjacent to the Negative Energy Plane are ash, dust, salt, and vacuum - though no creature is from vacuum, so only three Mephits form from these negative planes. The elemental planes adjacent to the Positive Energy Plane are lightning, mineral, radiance, and steam; each with their own Mephit though steam has two to help cover the missing Mephit from vacuum; Steam and Mist.

Fire Mephit / Planescape Monstrous Compendium Appendix, 1994 TSR Inc. Tony DiTerlizzi

We’ve already talked about Fire, Lava, Smoke, and Steam Mephits and there aren’t any major changes for these four… besides the books implying that Lava Mephits leave a lot to be desired in their Intelligence score. In addition, Steam Mephits have gotten it in their heads that they are the rulers of all other Mephits. We’ll let the Mephits fight that one out between them.

Let’s go over the other three core elemental Mephits with Air, Earth, and Water Mephits. Air Mephits are considered total airheads, pun intended, with a humanoid top half and a white tornado bottom. Their breath weapon features sand, dirt, and pain. Earth Mephits are more grounded, with most people finding them humourless and stoic. They blow boulders out of their mouth and can make themselves grow to 10 feet tall every day, making you feel weak and meek. The last, Water Mephits, may be the happiest Mephits around and may often be found in the wealthy employ of a nobleman, giving their aquarium a nice centerpiece with their green scales. While they may look majestic, don’t let them use their breath weapon as they expel a stream of green acid water that burns your skin for multiple rounds.

Lightning Mephit / Planescape Monstrous Compendium Appendix, 1994 TSR Inc. Tony DiTerlizzi

Up next are the Mephits from the para-elemental planes with Ice, Lava, Ooze, and Smoke Mephits - though we’ve already touched on Lava and Steam. Ice Mephits are standoffish, though they do delight in torturing their foes with their ice shard breath weapon. They look like living ice, hence their name, and avoid hot-headed Mephits like Fire, Lava, Steam, and others… for reasons. Ooze Mephits are creepy sycophants always looking to gain fabulous wealth by killing you and going through your pockets. They are immune to fire, cutting, being imapled, to water and fire attacks, and they even regenerate hit points every round. Luckily, if you cast transmute mud-to-rock, you can kill these disgusting Mephits before they get their ooze all over you. Smoke Mephits are considered to be shiftless stoners who avoid responsibility like it’s their job. They shoot grimy soot balls that damage and blind you if they hit.

Magma Mephit / Planescape Monstrous Compendium Appendix, 1994 TSR Inc. Tony DiTerlizzi

Let’s now journey into the negative-aligned quasi-elemental planes with Ash, Dust, and Salt. Ash Mephits are the depressed loners in high school, though if you get too close, they are more than happy to tell you all about their sad life. While they lack a claw attack, they can choke you to death by spraying a cloud of ash into your face, suffocating you in the worst breath you’ve ever smelled. After them are the Dust Mephits, who dial up the goth-cred in these Mephits. They are obsessed with death and breathe a glassy dust that, while it deals no damage, it does cause you to itch constantly, reducing your AC and giving you a penalty to attacks for three rounds. The last of these emo Mephits are the Salt Mephits who are considered smartasses with sharp tongues and stinging insults. Their breath weapon is a shower of salt that stuns you, which they then follow it up with a good magical taunt to ensure that everyone knows that you are a fool.

Steam Mephit / Planescape Monstrous Compendium Appendix, 1994 TSR Inc. Tony DiTerlizzi

Our final group of Mephits are from the positive-aligned quasi-elemental planes which includes five Mephits to make up for the Plane of Vacuum not coming prepared for class. We get the Lightning, Mineral, Mist, Radiant, and Smoke Mephit, all of whom are more than happy to snuff out your life. Lightning Mephits are all about shooting bolts of lightning, but if they do it more than three times in a day, they start hurting themselves as they use their own electrical charge to discharge on you. Mineral Mephits are blinged out and are the first to claim any treasure that your party may find, believing that it is their right to own all pretty jewels. Their breath weapon has the same effect as a glitterdust spell, and they’ll happily blind you with glittering dust if it means they can chow down on any gems you have, regaining hit points if they do so.

Ice Mephit / Planescape Monstrous Compendium Appendix, 1994 TSR Inc. Tony DiTerlizzi

Mist Mephits make great spies, allowing them to blend into fog or look like a beautiful misty cloud. When they use their breath weapon, they unleash a green mist that blinds and chokes you, which means they’ll gleefully watch as you slowly suffocate and die. The final Mephit is silvery-skinned and has the attention span of a gnat, delighting in shiny lights. While they don’t have a breath weapon, they can instead cast color spray at will, blasting you with pretty colors and dulling your mind.

Planescape Monstrous Compendium Appendix, 1994 TSR Inc. Tony DiTerlizzi

3e - Mephit (Air)

Small Outsider (Air, Extraplanar)
Hit Dice:
3d8 (13 hp)
Initiative:
+7
Speed: Speed:
30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class:
17 (+1 size, +3 Dex, +3 natual), touch 14, flat-footed 14
Base Attack/Grapple:
+3/-1
Attack:
Claw +4 melee (1d3)
Full Attack:
2 claws +4 melee (1d3)
Space/Reach:
5 ft. / 5 ft.
Special Attacks:
Breath weapon, spell-like abilities, summon mephit
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves:
Fort +3, Ref +6, Will +3
Abilities:
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills:
Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats:
Dodge, Improved Initiative
Environment:
Elemental Plane of Air
Organization:
Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4-6 HD (small); 7-9 HD (Medium)
Level Adjustment:
+3 (cohort)

Monster Manual, 2003 Wizards of the Coast

Our little friends, the Mephits, are found in Monster Manual (2000/2003). We say little because the Mephit is now a small creature, they are even described as impish in demeanor, though they are now fully elemental creatures and not demon-spawn.

Just like before, they have a claw and breath weapon attack unique to each one, but luckily there aren’t sixteen of them again. Instead, there are only an even ten that have crept into this edition. The ones who made it are Air, Dust, Earth, Fire, Ice, Magma, Ooze, Salt, Steam, and Water. In addition, this edition has streamlined their mechanics, giving them spell-like abilities, fast healing, a summon monster spell, and all their breath weapons recharge in 1d4 rounds.

Since we’ve already covered the above Mephits, let’s move on to the unique Mephits in this edition with the Glass and Sulfur Mephit found in the sourcebook Sandstorm (2005). This book is all about overcoming fire and sand, you know like the desert, and the dangers of such a realm. In addition, there are all manner of creatures you might encounter there… like these two Mephits looking for trouble.

Glass & Sulfur Mephit / Monster Manual, 2005 Wizards of the Coast

The Glass Mephit lives in the space between the Planes of Earth and Fire, which you’d be forgiven if you thought that that was Magma… which it is. Their breath weapon is nasty, as they eject a cone of molten glass at you that does ongoing fire damage. In addition, they can cast blur and heat metal, and molten glass can heal them if they take a bath in it. The Sulfur Mephit resides in the space between the Planes of Air and Earth and sort of resembles a yellow-skinned gargoyle. If you thought molten glass was bad, just wait until the Sulfur Mephit blows its cone of toxic volcanic vapor in your face, knocking you unconscious. Because you’d expect to already smell pretty bad, they can cast the stinking cloud spell and they automatically regain hit points if they take an air bath in volcanic fumes.

Mirror Mephit / Expedition to the Demonweb Pits, 2007 Wizards of the Coast / Miguel Coimbra

If you thought there couldn’t possibly be any more Mephits causing all manner of trouble, get ready for the adventure Expedition to the Demonweb Pits (2007) which brings us the Mirror Mephit. They live in the Plane of Mirrors. Never heard of it? It’s not surprising as it is a demiplane that exists behind mirrors and other reflective surfaces. If you end up there, the Plane of Mirrors is described as a long stretch of corridors filled with the backs of several mirrors.

Mirror Mephits have fine, mirrored skin that begins to crack if you are a big meany and start to hurt them. They are the bravest of all Mephits and fight with fury and speed the other Mephits can only dream about. They can breathe a cone of glass silvers, and if you’ve ever gotten a shard of glass under your skin, you know how much it hurts. In addition, the Mirror Mephit has an ability called Spell Reflection, allowing it to bounce back any visual effect spells a wizard may throw at them. If they ever catch a chance to bask in their own reflection, they not only gaze at their beautiful face but heal as well.

4e - Mephit (Steam)

Level 4 Lurker
Small elemental humanoid (air, fire, water) / XP 175
Initiative
+10
Senses
Perception +2; darkvision
Immune fire
HP
43; Bloodied 21
AC
18 Fortitude 15, Reflex 17, Will 16
Speed
6, fly 6 (hover)
Regeneration The mephit regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the mephit takes cold or psychic damage, its regeneration does not function on its next turn.
Claw At-Will
Attack: Melee 1 (one creature); +9 vs. AC Hit: 2d6 + 4 damage plus 1d8 damage if the target cannot see the mephit.
Boiling Jet (fire) At-Will
Attack: Ranged 5 (one creature); +7 vs. Reflex Hit: 1d6 + 5 damage, and ongoing 5 fire damage (save ends).
Boiling Rain (fire) Recharge 5/6 Attack: Area burst 1 within 10 (creatures in the burst); +7 vs. Reflex Hit: 1d8 + 4 fire damage, and ongoing 5 fire damage (save ends). Miss: Half damage.
Minor Action - Dissipate Recharge when the mephit misses with a melee attack. Effect: The steam mephit becomes invisible until the end of the next turn or until it hits or misses with an attack.
Skills Stealth +11
Alignment
Unaligned
Languages Common Primordial
Str
11 (+2) Dex 18 (+6) Wis 11 (+2) Con 13 (+3) Int 8 (+1) Cha 14 (+4)

Air Mephit / Dragon #421, March 2013 Wizards of the Coast / Christopher Burdett

Perhaps because they played too many tricks or killed too many of the designer’s characters, the Mephit only appears in Dragon #421 (March 2013). They don’t get a chance to show up in the core rulebooks, and there are only nine versions of these mischievous creatures to annoy and bother your hero. While we know some people may be disappointed that the core, quasi-, and para-elemental planes have been replaced by the Elemental Chaos, it does make it easier for us to discuss the Mephits.

Dust Mephit / Dragon #421, March 2013 Wizards of the Coast / Christopher Burdett

As we are now dealing with the Elemental Chaos, it’s worth looking at each of the Mephits in a bit more detail. A few basic details before we dive in. All Mephits regenerate 5 hit points each turn, but they have requirements that must be fulfilled, like the Air Mephit can’t be standing on the ground while the Dust Mephit can’t take cold or psychic damage in the past round. In addition, they all have some sort of basic attack, such as a claw or slam attack, as well as being small creatures with big personalities.

Earth Mephit / Dragon #421, March 2013 Wizards of the Coast / Christopher Burdett

Mephits are most often created by wizards and elemental creatures, like djinni. They are given a specific task, like deliver a message, and then sent on their way. Since there are nine Mephits to choose from, the summoner will pick the right Mephit for the job, like sending a Fire Mephit to go through the Sea of Fire and an Ice Mephit to go into the wintry wasteland of Canada. Once the Mephit completes its obligation, they might return to the Elemental Chaos… or find a good location with a nice vantage point where they can watch adventurers and commoners get hurt by traps, natural hazards, and more. You know, for the LOLs.

Fire Mephit / Dragon #421, March 2013 Wizards of the Coast / Christopher Burdett

Looking at our core cast of Mephits, we have Air, Earth, Fire, and Water Mephits. Air Mephits like to live where it’s windy, such as high on mountain tops, and are basically see-through. When they are in flight, which is often since they’d rather run than fight, they gain a bonus to their defenses. Earth Mephits, who like to live deep underground, have tiny wings, but can still fly. They aren’t mean by nature, just curious - though that curiosity can turn into mischief when they blast you with their breath weapon, knocking you prone in a shower of rocks.

Ice Mephit / Dragon #421, March 2013 Wizards of the Coast / Christopher Burdett

Fire Mephits prefer staying on the Elemental Chaos where they can coast through the rivers of magma and twisting super-heated air currents. They are fast, constantly flitting about though you can stop them in their tracks with cold or psychic damage negating their regeneration. The last of the core are the Water Mephits who prefer large bodies of water, like lakes. They are covered in scales with giant eyes and are constantly cheerful and happy, which is pry why so many adventurers fight them. Adventurers aren’t known for being morning people and we can only imagine how annoying a cheerful water elemental is.

Magma Mephit / Dragon #421, March 2013 Wizards of the Coast / Christopher Burdett

The last five Mephits are, we guess, the best of the best when it comes to the old quasi- and para-elemental planes with Dust, Ice, Magma, Mist, and Steam. While we’ll miss the others, we’re confident that they’ll appear again in the next edition. The Dust Mephit likes to live in dirty or dusty places, preferring abandoned sites that they can, as you might guess, cover in dust. They are considered extremely annoying and have little sense in self-preservation, throwing themselves at their enemies in the hopes of winning.

Mist Mephit / Dragon #421, March 2013 Wizards of the Coast / Christopher Burdett

If you are exploring a frozen tundra, you might stumble upon Ice Mephits who are known for being cruel and taking pleasure in the suffering of others. They are cold to the touch, with light blue skin, and can shoot out daggers of ice at their enemies. Found in the Sea of Fire, in volcanoes, and anywhere else where fire and earth meet are the Magma Mephits. They aren’t the brightest of creatures, lumbering around and bashing things in with a burning fist of rock.

The last two, Mist and Steam, are made of water each, but incorporate it in a different way. Mist Mephits can be found anywhere there is fog, giggling to themselves as they lightly obscure the area with their natural abilities and watching as adventurers walk blindly through the mist and into trees and off cliffs. They are known for being shy, probably because people are constantly trying to destroy them, for some reason. Their opposites, Steam Mephits, are anywhere near hot water, like lava flowing into the ocean or a nice sauna. They are grey in color and are known for being bossy jerks who believe they are at the top of the Mephit hierarchy. We’d hate to break it to them, but no other Mephit thinks there is a ranking, and even if they did, we doubt any other Mephit would agree that Steam Mephits are at the top.

Steam Mephit / Dragon #421, March 2013 Wizards of the Coast / Christopher Burdett

Water Mephit / Dragon #421, March 2013 Wizards of the Coast / Christopher Burdett

5e - Mephit (Dust)

Small Elemental, Neutral Evil
Armor Class 12
Hit Points 17 (5d6)
Speed 30 ft., fly 30 ft.
Str 5 (-3) Dex 14 (+2) Con 10 (+0) Int 9 (−1) Wis 11 (+0) Cha 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.
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.

Dust Mephit / Monster Manual, 2014 Wizards of the Coast

The Monster Manual (2014) brings about six Mephits, and claiming that there are only six Mephits in total to worry about. Due to this assertion, we must wonder what the Mephits ever did to the designers to have them reduced in such numbers. Then again, it could be that this edition barely has the Inner Planes, let alone the quasi- and para-elemental planes that make up these Mephits. The six we do get are the Dust, Ice, Magma, Mud, Smoke, and Steam Mephits.

Ice Mephit / Monster Manual, 2014 Wizards of the Coast

Even though they are described as imp-like, don’t let that confuse you into thinking they are now demons or devils. They are still elementals existing in the Inner Planes and the Elemental Chaos, with elements that closely resemble the two elements that form each Mephit. Which makes sense, we wouldn’t think an Ice Mephit would be ecstatic to hang out in the City of Brass with a fire genasi. In addition, they all now have a death burst ability that still damages their enemies, even in death.

Magma Mephit / Monster Manual, 2014 Wizards of the Coast

Made up of earth and air, Dust Mephits are captivated by death. Dust Mephits look like a cloud of dust, with a cruel smile, probably best deciding how to kill you. They can blind you with their breath weapon, but even if you destroy them first, they explode in a burst of dust, giving them a chance even in death to blind you. Ice Mephits, made of water and air, are the cruelest of Mephits, probably because they like to play up how cold and aloof they are… like ice. With white skin that glistens like ice, it’s pretty easy to tell what damage type they are immune to. If you do fight them, watch out as they can belch out a 15-foot cone of frigid air, giving you a nasty frostbite.

Composed of earth and fire, Magma Mephits glow a dull red color and dribble bits of molten earth from their body. While they might be slow at conversing, they are quick to fight, using their fire breath to burn away their enemies. If that isn’t enough, their very touch can burn and blister, probably because they are made of molten rock. Continuing with insulting Mephits made of earth, we have the Mud Mephits who embody earth and water. They are considered slow, but also unctuous or oily and gross. These Mephits demand your attention, and if they don’t get it, will belch out viscid mud that restrains their targets in place, allowing them to continue reading their Vogon-esque poetry.

Smoke Mephit / Monster Manual, 2014 Wizards of the Coast

Creatures made of fire and air, Smoke Mephits are crude and lazy smoke-goblins who love to mock and mislead others. They appear like black gasses with swirling gray mists of smoke about them. If you get tired of their obnoxious behaviors, get ready as their cinder breath will exhale smoldering ash, blinding you as they disappear deeper into banks of smoke. The last of the Mephits are the greatest of them all with the Steam Mephit, composed of fire and water. We say greatest because they still believe they are born leaders, being bossy and giving out orders to everyone else. If you are sick of their orders, watch out as they unleash jets of steam with their breath weapon at anyone who annoys them, burning them with super-heated water.

Mud Mephit / Monster Manual, 2014 Wizards of the Coast


Dust Mephit / Monster Manual, 2014 Wizards of the Coast

With the multitude of Mephits out there, we hope you found a favorite imp whose mischief you can manage. Due to their low levels and humorous hijinks, we are confident anyone can drop a Mephit into their game and watch as the fun unfolds.

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