Dust Mephit Corpseraiser

Family: Mephits

Small elemental, neutral evil

Armor Class 12
Hit Points 24 (7d6)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 11 (+0) 10 (+0) 12 (+1) 9 (-1)

Skills Perception +3, Stealth +4
Damage Vulnerabilities fire, radiant
Damage Immunities necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Terran
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Death Burst. When a dust mephit corpseraiser 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 one minute and take 4 (1d8) points of necrotic damage (half if the save is successful). A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
  • Ray of Corruption (1/Day). A dust mephit corpseraiser can innately cast ray of corruption, making a ranged spell attack at +3 against a target within 60’. A hit target takes 13 (3d8) necrotic damage and must make a DC 11 Constitution saving throw; if it fails, the target is also poisoned until the end of the mephit’s next turn (suffering disadvantage on attack rolls and ability checks). Its innate spellcasting ability is Wisdom.
  • Animate Dead (1/Day). A dust mephit corpseraiser can innately cast animate dead, requiring no material components and using Wisdom as its spellcasting ability. It is able to see through the eyes of its Undead creations.
  • Summon Mephits (1/Day). A dust mephit corpseraiser has a 25 percent chance of summoning 2 (1d4) dust mephits. Each summoned Mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other mephits. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action.

ACTIONS

  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage plus 3 (1d6) necrotic damage.
  • Blinding Breath (Recharge 6). A dust mephit corpseraiser can exhale a 20-foot cone of thick, blinding dust. Each creature in that area must succeed on a DC 12 Dexterity saving throw or be blinded for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

ABOUT

Dust mephit corpseraisers are malign creatures of elemental Earth and Negative Energy that look much like their inferior cousins but which are somewhat larger and have sickly greenish sigils pulsing on their death-gray skin. They sometimes summon and direct the efforts of regular dust mephits, which they are mentally superior to, and can wield more potent magical abilities. While they enjoy lurking in graveyards and catacombs, dust mephit corpseraisers are also drawn to places like battlefields and anywhere else they can find the corpses they love to animate and use for all sorts of mischief. They can speak Common and Terran.

Traditional dust mephits are composed of Earth and Air, but they have cousins made up of Earth and Negative Energy that originate on the Quasi-Elemental Plane of Dust, where the Elemental Plane of Earth and the Negative Energy Plane intersect. These malign creatures especially enjoy lurking in graveyards and catacombs.

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