Mud MephitSmall elemental
Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 1 meter of it must succeed on a DC 11 Reflex saving throw or be restrained until the end of the creature’s next turn.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.
Spellcasting. The mud mephit’s spellcasting ability is Charisma (spell save DC 8, +0 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:
Fists. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 4 (1d6 + 1) bludgeoning 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 monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9