Dust Mephit

Small elemental, neutral evil

  • Armor Class 12
  • Hit Points 17 (5d6)
  • Speed 30 ft., fly 30 ft.

STR
5 (-3) 

DEX
14 (+2) 

CON
10 (+0) 

INT
9 (-1) 

WIS
11 (+0) 

CHA
10 (+0)

  • Skills Perception +2, Stealth +4
  • Vulnerabilities Fire
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 Ft., passive Perception 12
  • Languages Auran, Terran
  • Challenge 1/2 (100 XP)
  • Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
  • Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Actions


  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) slashing damage.
  • Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet 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 as an action.