Small elemental (mephit), neutral evil
Armor Class 12
Hit Points 17 (5d6)
Speed 30 ft., fly 30 ft.
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 14 (+2) | 10 (+0) | 9 (-1) | 11 (+0) | 10 (+0) |
Skills Perception +2, Stealth +4
Damage Resistances (suggested) piercing, slashing
Damage Vulnerabilities (suggested) cold (or any water-based and air-based source of damage)
Damage Immunities (suggested) fire (or any heat-based source of damage), poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Auran, Terran
Challenge 1/2 (100 XP)
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.
Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
Regeneration (suggested). The dust mephit regains 1 hit point at the start of its turn or 2 hit points per turn in dusty and arid terrain.
ACTIONS
- Multiattack (suggested). The dust mephit makes two attacks with its claws.
- Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
- Blinding Breath (Recharge 6). The dust 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.
- Irritating Breath (suggested, Recharge 6). The dust mephit exhales a 15-foot cone of irritating dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or suffer disadvantage on all dexterity based checks and saving throw. This condition lasts for 1 hour or until a lesser restoration spell is cast on the target.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A Dust Mephit is a small, winged creature that resembles a humanoid bat with dusty fur and skin. Its eyes are black and beady, and its mouth is full of sharp teeth. It has a long, thin tail that ends in a tuft of fur. A Dust Mephit is an elemental creature that originates from the border region between the Plane of Air and the Plane of Earth. It is a mischievous and malicious being that delights in causing trouble and annoyance to others. It often speaks in a raspy voice that sounds like sandpaper scraping against stone .
A Dust Mephit has a gaunt appearance, even by mephit standards, and prefers to wear clothing (always black), altered so as not to interfere with flight. It poses as a tragic yet fashionable victim of a gloomy fate, heroically holding out against utter insanity. It favors lines like “A dust mephit I am, lest dust I become!”. These ghoulish things find death morbidly fascinating, and often lurk around places where corpses or bones are found.
COMBAT
A Dust Mephit is not a very formidable opponent in combat, but it can use its innate abilities to create distractions and hinder its enemies. It can cast sleep once per day, affecting a number of creatures with a low amount of hit points. It can also exhale a cone of blinding dust that can temporarily blind anyone caught in it. A Dust Mephit’s claws are not very effective, but it can use them to slash at its foes if cornered. The most dangerous aspect of a Dust Mephit is its death burst, which causes it to explode in a cloud of dust when it dies, potentially blinding nearby creatures for a minute .
A Dust Mephit can also summon other mephits of its kind by using a special ritual that involves chanting and dancing around a fire. This ritual has a 25 percent chance of success and can only be performed once per day .
HABITAT / SOCIETY
A Dust Mephit prefers to live in dry and dusty places, such as deserts, caves, ruins, or abandoned mines. It can also be found in places where dust accumulates, such as libraries, attics, or warehouses. A Dust Mephit is usually solitary or part of a small group of its kind. It does not have a strong sense of loyalty or hierarchy, and often acts on its own whims and impulses. A Dust Mephit is attracted to shiny objects and valuables, and will often steal them for its own amusement or to trade with other mephits or creatures. A Dust Mephit can communicate with other mephits and creatures that speak Auran or Terran, the languages of air and earth elementals .
In the complex social code of some lower-planar spellcasters, the gift of a dust mephit symbolizes a subtle threat, with the connotation that the giver has recognized some plot of the recipient against him. A Dust Mephit may also serve as a messenger or spy for such spellcasters, using its stealth and cunning to infiltrate places unnoticed.
ECOLOGY
A Dust Mephit is an elemental creature that does not need to eat, drink, or breathe. It sustains itself by absorbing dust particles from the air or the ground. It can also draw energy from sources of fire, which makes it vulnerable to fire damage. A Dust Mephit reproduces by splitting off a part of its essence and forming a new mephit. This process takes several days and requires a suitable amount of dust and fire.
Dust Mephit is employed as component to empower the following spells: