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System Reference Document 5.2.1
Steam Mephit
Small Elemental, Neutral Evil
AC 10  Initiative +0 (10)
HP 17 (5d6)
Speed 30 ft., Fly 30 ft.
MOD SAVE MOD SAVE MOD SAVE
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 Incapaci-
tated condition.
Death Burst. The mephit explodes when it dies. Dex-
terity 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.
Merfolk
Merfolk Skirmisher
Medium Elemental, Neutral
AC 11  Initiative +1 (11)
HP 11 (2d8 + 2)
Speed 10 ft., Swim 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 10 +0 +0 Dex 13 +1 +1 Con 12 +1 +1
Int 11 +0 +0 WIS 14 +2 +2 Cha 12 +1 +1
Senses Passive Perception 12
Languages Common, Primordial (Aquan)
CR 1/8 (XP 25; PB +2)
Traits
Amphibious. The merfolk can breathe air and water.
Actions
Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 
ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 
(1d4) Cold damage. If the target is a creature, its Speed 
decreases by 10 feet until the end of its next turn. Hit or 
Miss: The spear magically returns to the merfolk’s hand 
immediately after a ranged attack.
Merrow
Merrow
Large Monstrosity, Chaotic Evil
AC 13  Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 10 ft., Swim 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 15 +2 +2 Con 15 +2 +2
Int 8 −1 −1 WIS 10 +0 +0 Cha 9 −1 −1
Senses Darkvision 60 ft.; Passive Perception 10
Languages Abyssal, Primordial (Aquan)
CR 2 (XP 450; PB +2)
Traits
Amphibious. The merrow can breathe air and water.
Actions
Multiattack. The merrow makes two attacks, using Bite, 
Claw, or Harpoon in any combination.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) 
Piercing damage, and the target has the Poisoned con-
dition until the end of the merrow’s next turn.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) 
Slashing damage.
Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. 
or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. 
If the target is a Large or smaller creature, the merrow 
pulls the target up to 15 feet straight toward itself.
Mimic
Mimic
Medium Monstrosity, Neutral
AC 12  Initiative +3 (13)
HP 58 (9d8 + 18)
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 17 +3 +3 Dex 12 +1 +1 Con 15 +2 +2
Int 5 −3 −3 WIS 13 +1 +1 Cha 8 −1 −1
Skills Stealth +5
Immunities Acid; Prone
Senses Darkvision 60 ft.; Passive Perception 11
Languages None
CR 2 (XP 450; PB +2)