Dust Mephit

Monster Manual (2025) p. 206

Size
Small
Type
elemental
Alignment
neutral evil
AC
12
Initiative
2
Hit Points
17 (5d6)
Speed
walk 30 ft., fly 30 ft.
Skills
Stealth +4, Perception +2
Immunities
poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
12
Languages
Primordial (Auran, Terran)
Challenge
1/2
Lineage
Mephit
Environment
planar (elemental)
STR
5
−3
DEX
14
+2
CON
10
+0
INT
9
−1
WIS
11
+0
CHA
10
+0

Traits

Proficiency Bonus

+2

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 (2d4) Bludgeoning damage. Success: Half damage.

Actions

Claw

Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) 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.

recharge

D6

Sleep (1/Day)

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

  • 1/day: Sleep

recharge

1/DAY

Spells

Sleep [5.5e]

Other data

description

Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users. Mephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.

Dust Mephit: Dust mephits are composed of air and fine earth. They are drawn to forsaken places, and they think everything associated with death is hilarious.