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Steam Mephit 5e: The Hard-to-Hit Mephit
A steam mephit is a CR 1/4 Small elemental with AC 10, 21 hit points (17 in 2024), a 30-foot fly speed and immunity to fire and poison. It's the weakest of the four SRD mephits on paper: its claws hit for 2 slashing plus 2 fire at +2, and its Steam Breath deals 4 (1d8) fire in a 15-foot cone (5 (2d4) in 2024). In the 2014 rules it can cast Blur once a day. In the 2024 rules that becomes Blurred Form, a permanent trait that gives every attack against it Disadvantage, which makes the cheapest mephit the most annoying to hit.
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Steam Mephit Stat Block (2014)
Steam Mephit
Small elemental, neutral evil
Armor Class 10
Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.
STR
5 (−3)
DEX
11 (+0)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Damage Immunities fire; poison
Condition Immunities Poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Ignan
Challenge 1/4 (XP 50; PB +2)
Traits
Death Burst.When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
Innate Spellcasting (1/Day).The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws.Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
Steam Breath (Recharge 6).The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
The 2014 Blur is the spell: concentration for up to a minute, and attackers have Disadvantage unless they rely on blindsight or truesight. Its Death Burst is all-or-nothing: each creature within 5 feet makes a DC 10 Dexterity save or takes 4 (1d8) fire, with no damage on a success. Unlike its cousins it has no vulnerability.
The Steam Mephit in the 2024 Rules
Steam Mephit
Small Elemental, Neutral Evil
Armor Class 10
Initiative +0 (10)
Hit Points 17 (5d6)
Speed 30 ft., fly 30 ft.
STR
5 (−3)save −3
DEX
11 (+0)save +0
CON
10 (+0)save +0
INT
11 (+0)save +0
WIS
10 (+0)save +0
CHA
12 (+1)save +1
Skills Stealth +2
Immunities fire; poison; Exhaustion; Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial (Aquan, Ignan)
Challenge 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.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
2014
2024
HP
21 (6d6)
17 (5d6)
Defense trick
Blur, 1/day, concentration
Blurred Form, always on
Steam Breath
DC 10 Dex, 4 (1d8) fire, half on success
DC 10 Con, 5 (2d4) fire, half; failure also cuts Speed by 10 ft.
Underwater
Normal rules
Breath ignores the fire Resistance from being underwater
Death Burst
DC 10 Dex or 4 (1d8) fire
DC 10 Dex, 5 (2d4) fire, half on success
Blurred Form ends only while the mephit has the Incapacitated condition. Unlike the Blur spell, it has no exception for blindsight or truesight.
How Steam Mephits Fight
Let the Disadvantage do the work (2024). A level 1 fighter with +5 to hit needs a 5 against AC 10, which is 80% normally. With Disadvantage it's 64%. A +3 attacker drops from 70% to 49%. Against a weapon-using party, that works out to 25% to 43% more effective hit points.
Cast Blur before the fight (2014). The 2014 mephit needs an action to cast Blur and has to keep concentrating. It should cast it when it first spots the party, then fly in. Each hit forces a Constitution save (+0, DC 10 for most hits), and it loses Blur 45% of the time.
Slow the chasers (2024). A failed save against Steam Breath costs 10 feet of Speed until the end of the mephit's next turn. Breathe on the melee characters, then fly back 30 feet. Most of them can't reach it next turn.
Fight in the water. A creature fully underwater normally has Resistance to fire damage. The 2024 Steam Breath ignores that, but the fire from its claws and Death Burst doesn't. In a flooded cellar or a hot spring, a character who ducks under blunts every fire source except the breath.
Expect low damage. Claws against AC 14 hit 45% of the time for about 2 a round. A steam mephit is there to absorb attacks and slow the party while something else deals damage.
How Many Steam Mephits for Your Party?
A steam mephit is worth 50 XP, half a dust, ice or magma mephit. Our encounter calculator shows the 2014 Dungeon Master's Guide guidelines too.
The 2014 multiplier calls four of them Deadly at level 1, but they deal little damage. The real risk is a long, frustrating fight. Use three or four for a level 1 party and pair them with a damage dealer.
How Players Beat Steam Mephits
•Use saves, not attack rolls. Blurred Form and Blur only affect attack rolls. Thunderwave (2d8 thunder, Constitution save) averages 9, about half a 2024 steam mephit.
•Magic Missile never misses.Magic Missile doesn't make an attack roll, so Disadvantage doesn't matter. Three darts average 10.5.
•Cancel the Disadvantage. Any source of Advantage cancels it, such as Faerie Fire outlines or an ally's Help action. Incapacitating it (2024) or breaking concentration (2014) ends the blur entirely.
•Forget fire. It is immune to fire. Burning Hands and Fire Bolt do nothing.
•Bring blindsight (2014 only). The Blur spell doesn't work against attackers with blindsight or truesight. The 2024 trait has no such exception.
Steam Mephit Encounter Ideas
The bathhouse. A city bathhouse's boiler room has four steam mephits living in the pipes, and patrons are getting scalded. The fight happens around deep plunge pools. A character who ducks under the water resists the fire from the claws and the Death Burst, but not the 2024 breath.
The laundry. A temple laundry's steam vats hide two steam mephits and a dust mephit that blew in through the drying racks. The steam hides the dust, and the dust blinds anyone who chases the steam.
Steam from the forge. A magma mephit in a smithy's quench tank has produced three steam mephits. The smith wants all of them out before the guild inspection.
Frequently Asked Questions
What CR is a steam mephit?
A steam mephit is CR 1/4 (50 XP) in both editions. It has AC 10, with 21 hit points in the 2014 rules and 17 in the 2024 rules.
What is Blurred Form?
A 2024 steam mephit trait: attack rolls against the mephit have Disadvantage unless it has the Incapacitated condition. It replaces the once-per-day Blur spell from the 2014 stat block.
What does a steam mephit's Death Burst do?
In the 2014 rules, each creature within 5 feet makes a DC 10 Dexterity save or takes 4 (1d8) fire damage. In the 2024 rules, the save is the same but the damage is 5 (2d4) fire, half on a success.
Is a steam mephit immune to fire?
Yes. It is immune to fire and poison damage in both editions. Unlike the other SRD mephits, it has no damage vulnerability.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.