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Relict Minion: Wax Mephit




A perversion of elemental chaos, candle mephits are artificial creatures patterned off of the common extra-planner nuisance. The Relict developed these creatures while experimenting with small doses of her ichor and wax. Fragments of the divine spark within her alit within the candles she'd made and the wax transformed in small, winged terrors. Unlike true mephits these faux-elementals don't revel in trickery but serve the Relict's whims directly.

Comprised of warm wax and flame, candle mephits act like loyal attack dogs. At rest, the creatures take the unassuming shape of lit candles. In death, they cover their slayers with searing tallow which rapidly hardens even as it burns.

Wax Mephit

small elemental, lawful evil

Armor Class 11

Hit Points 22 (5d6 + 5)

Speed 30ft

Speed 30ft

Str 7 Dex 13 Con 12 Int 6 Wis 10 Cha 10

Condition Immunities poisoned Damage Immunities fire, poison

Damage Vulnerabilties cold

Senses darkvision 60ft, passive Perception 10.

Languages ignan.

Challenge 1/2 (100 XP)

Illumination: The mephit glows with the strength of a candle.

Death Burst: When the mephit dies, it explodes in a burst of scalding wax. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 4 (1d6) fire damage on a failed save and are restrained until they make a DC 11 Strength check to break free. Another creature adjacent to the wax-restrained creature may use its Action to make DC 11 Strength check to break the wax-restrained creature free. On success, a creature takes half as much damage and is not restrained.

Innate Spellcasting (at will): The mephit can innately cast Prestidigitation, but to only to instantaneously light or snuff out a candle, a torch, or a small campfire. Its innate spellcasting ability is Charisma.

Actions

Claws:

Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6):

The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Shapeshift.

The mephit may use its action to polymorph into a small or tiny candle, or back to its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts back to its true form if it dies. As a candle the mephit is still aware of its surroundings and can take no actions except to shapeshift into its true form or to case prestidigitation.

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