Description
DESCRIPTION
Most maneuverable in flight of all mephits, air mephits are flighty in personality as well. Fickle, untrustworthy, and empty-headed, these mephits make excellent messengers and couriers for their first mission. Thereafter they flee their creators to explore the planes, attach themselves to whomever looks interesting and make entertaining trouble.
Air mephits look like pure white muscular humanoids from the waist up and white tornadoes from the waist down. Unlike most other mephits, they have no wings but fly on their airstreams; they display astonishing agility. They are bald with broad grins and small ears, and they often wear one gold earring.
ECOLOGY
A confined mephit can freshen and cool the air in stuffy rooms. Spellcasters unaccustomed to hot weather sometimes bring them along on trips to hot Lower Planes.
Traits
Regeneration
The air mephit regains 1 hit point at the start of its turn.
Incantation
Innate Spellcasting
Its innate spellcasting ability is Charisma (spell save DC 12). The mephit can innately cast the following spells, requiring no material components:
Actions
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Dirt Breath (Recharge 6)
The mephit exhales a 10-foot line of sand, dirt, or other particles inhaled from the vicinity. Each creature in that area must succeed on a DC 10 Dexterity saving throw or suffer 1d6 damage.