Mephit Familiar
tiny elemental, true neutral
- 1/day each: Detect Magic
Magic Resistance: The mephit has advantage on saving throws versus spells and other magical effects. If the mephit succeeds on a saving throw versus a spell that would normally allow it to take half damage, it instead takes none.
Elemental Source: When you summon this mephit, choose one damage type from Cold, Fire, Thunder, Lightning, Poison, Acid. The mephit is immune to that damage type, and when its master deals damage of that type against a target within 10 feet of the mephit, the mephit can use its reaction to add an additional 1d4 damage of that type to one creature.
Death Burst: If the mephit reaches 0 hit points, it explodes. All creatures within 10 feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 7 (2d6) damage of the type chosen in its Elemental Source feature.
Actions
Slam: Melee weapon attack: +4 to hit, reach 5ft, one target. Hit: 1 damage of the type chosen in its Elemental Source feature.
These sparks of elemental power can be summoned by even novice conjurers.
The Find Familiar spell can summon a Mephit.