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Small elemental · CR 1/2

Dust Mephit

Armor Class12
Hit Points17 (5d6)
Speed30 ft., fly 30 ft.
ChallengeCR 1/2 (100 XP)
STR
5
(-3)
DEX
14
(+2)
CON
10
(+0)
INT
9
(-1)
WIS
11
(+0)
CHA
10
(+0)
SkillsPerception +2, Stealth +4
Immunitiespoison
Vulnerabilitiesfire
Cond. ImmunePoisoned
Sensesdarkvision 60 ft., passive Perception 12
LanguagesAuran, Terran
Special Abilities
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. 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: 4 (1d4 + 2) slashing damage.
Blinding Breath. 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.

Running Dust Mephit in an encounter

As a CR 1/2 threat worth 100 XP, Dust Mephit is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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