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Dust Mephit

Dust Mephit

 

Composed of Earth and Air,Dust Mephits are drawn to catacombs and find death morbidly fascinating.

Basic Information

Anatomy

Imp-Like,Composed of earth and air.Black,yellow and earthy coloured bodies,with a set of wings protruding from its shoulders

Ecology and Habitats

Prefer Dungeons,Crypts,Catacombs and Tombs

Dietary Needs and Habits

Elemental Nature

 

The Dust Mephit doesn't require Food,Drink or Sleep

Additional Information

Facial characteristics

Long pointed noses,deep set eyes with long pointed ears

Perception and Sensory Capabilities

Darkvision 60ft & Passive Perception 12

Civilization and Culture

Major Language Groups and Dialects

A Dust Mephit by dndbeyond
Genetic Ancestor(s)
Origin/Ancestry
Elemental
Average Height
2ft-4ft Tall (Averaging 3ft)
Body Tint, Colouring and Marking
Earthy,black and yellow colours


Cover image: A Dust Mephit by dndbeyond

DUST MEPHIT CR: 1/2 (100XP)

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
Damage Vulnerabilities: Fire
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60ft & Passive Perception 12
Languages: Auran (Elemental Air) & Terran (Elemental Earth)
Challenge Rating: 1/2 (100XP)

INNATE SPELLCASTING (1/DAY):

  THE MEPHIT CAN INNATELY CAST SLEEP, REQUIRING NO MATERIAL COMPONENTS. ITS INNATE SPELLCASTING ABILITY IS CHARISMA.

1/day: 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.

Actions

CLAW:

  MELEE WEAPON ATTACK: +4 TO HIT, REACH 5FT, ONE TARGET: 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.    

VARIANT: MEPHIT SUMMONING

  SOME MEPHITS CAN HAVE AN ACTION OPTION THAT ALLOWS THEM TO SUMMON OTHER MEPHITS.  

SUMMON MEPHITS (1/DAY):

  THE MEPHIT HAS A 25% 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.

Comments

Author's Notes

Original Article written for D&D Monster Manual 5e by Wizards of the Coast (WotC)


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