Shadow Mephit - CR 1/2 (Small Humanoid - Shadow)

These things were something I cooked up for when Ormid and the gang encountered the Shade under the Deserts of Zaephaeri'Criz. Alas, I never used them, and then the edition went and changed on us! Anyway, enjoy. Shadow Mephits, like their elemental kin are wretched, bat-winged humanoid. They are shifting, smoky things, that lurk silently in the gloom, waiting for the right moment to swarm and enemy and drain their life force.

Shadow Mephit
Small Humanoid (shadow) (Neutral Evil)
Armour Class: 13 (Dexterity)
Hit Points
: 22 (9d6-9)
Speed 30', Fly 30'
STR 8 (-1) DEX 16 (+3) CON 9 (-1) INT 14 (+2) WIS 12 (+1) CHA 10 (+0)
Skills: Stealth +5 (+10 in dim light or darkness)
Damage Resistances: Necrotic; Slashing, Piercing and Bludgeoning from Non-Magical or Non-Silvered weapons
Damage Immunities: Poison
Damage Vulnerability: Radiant; Fly the Light
Senses: Darkvision 120'; Shadowborn ;Passive Perception: 13
Language: Shadorym
Challenge: 1/2 (100 xp)

Shadowborn: The Shadow Mephit's darkvision functions even in magical darkness, and it gains a natural +5 bonus to Stealth checks when not in bright light.

Fly the Light: The Shadow Mephit becomes Frightened if it starts its turn in an area of bright light, and will use all of its movement and actions to get into an area of dim light or darker. Whilst in an area of bright light, attacks against the Mephit have combat advantage, and it has disadvantage on attack rolls and saving throws.

Innate Spellcasting (1/day):The Mephit can innately cast Mirror Image (AC of duplicates is 13)
Claw: Melee weapon attack, Reach 5', +5 to hit, one target, Hit: 8 (1d10+3) slashing damage. 
If the attack roll is a natural 17+, and this hits a target, they must also make a D.C. 9 Constitution saving throw or be Blinded until the end of the Mephit's next turn.

Draining Breath (Recharge 5-6): The Mephit exhales a 15' cone of shadowy energy. Creatures within it suffer 7 (2d6) Necrotic damage and must make a D.C. 9 Constitution saving throw or have their total hit points reduced by the same amount until the end of their next long rest. Characters reduced to 0 total hit points by this attack instantly die, and rise as Shadows within 1d12 hours.


Bloodied Breath: When the mephit is first reduced to half its total hit points, it immediately recharges and uses its Draining Breath power.