Small elemental, neutral evil
- Armor Class
- 12
- Hit Points
- 17 (5d6)
- Speed
- fly 30 ft., 30 ft.
- Challenge
- 1/2 (100 XP)
- Skills
- Stealth +4, Perception +2
- Damage Immunities
- poison
- Damage Vulnerabilities
- fire
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- Auran, Terran
Traits
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
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.
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.
Spellcasting
The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.