Dust Mephit
Dust Mephit
Small Elemental, Neutral Evil
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)Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 Ft., passive Perception 12
Languages Auran, Terran
Challenge Rating 1/2 (100 xp)
Innate Spellcasting. Innate Spellcasting (1/Day):The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
1/day each: SleepElemental Nature:A dust mephit doesn't require food, drink, or sleep.
Death Burst:When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet 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.
Consumed By Fire:The dust mephit takes double damage from any source that deals fire damage.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (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.
Sleep 1st-level enchantment Casting Time:1 action Range:90 feet Components:V, S Duration:1 minute This spell sends creatures into a magical slumber. The dust mephit rolls 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point it chooses within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. The dust mephit subtracts each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.
If taken as a Sidekick, they lose access to this ability. 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.