b'Mephit, Void \n'b'  Family:   Mephits  \n'b'  Small    elemental  ,  neutral evil  \n'b'  Armor Class  11  Hit Points  33 (6d6 + 12)  Speed  10 ft., fly 30 ft.\n'b' STATS STR: 11 (+0) DEX:  13 (+1)  CON:  14 (+2)  INT:  6 (-2)  WIS:  11 (+0)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +3  Damage Immunities  cold, necrotic, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  abyssal  Challenge  1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Death Burst . When the mephit dies, it explodes in a burst of void fragments. Each creature within 5 feet of the mephit must succeed on a DC 11  Dexterity  saving throw or take 7 (2d6) necrotic damage. \n'b'  Innate Spellcasting . The mephit\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 12). The mephit can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  disguise self  \n'b'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 3 (1d4 + 1) slashing damage plus 2 (1d4) necrotic damage. \n'b'  Void Breath (Recharge 6) . The mephit belches a cloud of void energy in a 15-foot cone. Each creature in the area must make a DC 11  Dexterity  saving throw. A creature takes 5 (2d4) necrotic damage and 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b' A void mephit is a minor void spirit trapped in an impish body. Quite often, they are used as guards and spies by other denizens of the void. When not in the employ of other creatures, they will follow their own whims and will only rarely be seen away from their home plane. \n'b' Void mephits use their innate magical abilities to disguise themselves, which aids in their spying or guarding missions, as they blend in with their surroundings. They cannot keep the disguise up under closer scrutiny, however, and if discovered will almost always attack.'