Free interactive D&D 5e SRD stat block

Steam Mephit

Small Elemental, CR 1/4, AC 10, 17 HP. Neutral Evil.

Small Elemental, Neutral Evil

AC
10
Initiative
+0 (10)
HP
17 (5d6)
Speed
30 ft., Fly 30 ft.
ScoreModSave
STR 5 -3 -3
DEX 11 +0 +0
CON 10 +0 +0
INT 11 +0 +0
WIS 10 +0 +0
CHA 12 +1 +1
Skills
Stealth +2
Immunities
Fire, Poison, Exhaustion, Poisoned
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
Primordial (Aquan, Ignan)
CR
1/4 (XP 50; PB +2)

Traits

Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.

Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage.

Steam Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Fire damage, and the target's Speed decreases by 10 feet until the end of the mephit's next turn. Success: Half damage only. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage.

How to run Steam Mephit

A steam mephit is a CR 1/4 hazard with a punishment built into its corpse. AC 10 and 17 HP say "easy", but Blurred Form gives the party Disadvantage on every attack roll until the mephit is Incapacitated, and Death Burst hits a 5-foot emanation for 2d4 fire on a DC 10 Dex save when the mephit drops. So melee against a steam mephit is a strange dance: the party misses more than usual, and when they finally connect, the thing detonates. Run them in pods of three to six in places where steam belongs (boilers, hot springs, alchemist labs, geothermal vents).

Open with the cone if it's available. Steam Breath is DC 10 Con, 2d4 fire, 15-foot cone, with a 10-foot speed reduction on a fail until the end of the mephit's next turn. Recharge 6 means it usually fires once and that is it. Pick the moment carefully: a cluster of low-Con casters in a hallway, or a fighter who needs to close the next 10 feet. After the breath, claws are filler. +2 to hit for a flat 1d4 plus 1d4 fire is barely a scratch, but Blurred Form means the party still misses half their swings.

The interesting tactic is positioning the death. A mephit dying in melee splashes 2d4 fire on whoever finished it. A clever mephit (Int 11, fully sentient) angles itself between two PCs as it drops, or backs into the party's healer, so the burst catches the most fragile target. Run the mephit knowing what its corpse will do and play accordingly. The party will figure it out by the second pod and start using ranged attacks, which is the right answer.

Steam mephits speak Aquan and Ignan and they will taunt the party in either language if anyone understands. Two lines of mocking commentary, then they detonate. Write the lines now, while the table is reading the menu, so you don't have to improvise them when the mephit pops.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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