Smoke MephitSmall elemental
Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 1-meter radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.
Spellcasting. The smoke mephit uses Primal (Cha) to cast spells (spell save Difficulty 10, +2 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
1 mana: cloak of shadows, darkness, five shadows, obscure, obscuring strike, pass without trace, shadow anchor, shadow jaunt, shadow tendrils, shadow veil, shadowy reprisal, silence, umbral weapon, unseen servant
Claws. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 4 (1d4 + 2) slashing damage.
Variant: Summon Mephits (1/long rest). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 10 meters of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it on its turn (no action required).
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.