12
22 (5d6+5)
walk 30 ft., fly 30 ft.
Perception +2, Stealth +4
fire, poison
poisoned
darkvision 60 ft.
Auran, Ignan
1/4
When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.
The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma. • At will: dancing lights
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn.
The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.