Monster · CR 1/2 (100 XP) · 2024 rules

Dust Mephit

Small elemental, neutral evil

  • Armor Class 12 (natural armor)
  • Hit Points 17 ()
  • Speed 30 ft., fly 30 ft.
  • Initiative +2 (12)
  • Skills ,
  • Immunities poison, exhaustion, poisoned
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Primordial (Auran, Terran)
  • Challenge 1/2 (100 XP; PB +2)

Traits

Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 () Bludgeoning damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: , reach 5 ft. Hit: 4 () Slashing damage.

Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit’s next turn.

Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10).

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits