Dust Mephit

Family: Mephits

Small elemental, neutral evil

Armor Class 12
Hit Points 17 (5d6)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 10 (+0) 9 (-1) 11 (+0) 8 (-1)

Skills Perception +2, Stealth +4
Damage Vulnerabilities fire, radiant
Damage Immunities necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Terran
Challenge 1/2 (100 XP)

SPECIAL TRAITS

  • Death Burst. When a necrotic dust 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 one minute and take 3 (1d6) 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 necrotic dust mephit can innately cast ray of corruption, making a ranged spell attack at +3 against a target within 60’. A hit target takes 9 (2d8) necrotic damage and must make a DC 10 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.

ACTIONS

  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage.
  • Blinding Breath (Recharge 6). A necrotic dust mephit can exhale a 15-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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