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Dust Mephit

Dust Mephit Small elemental, neutral evil 1/2 100 xp

  • 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 Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 12

Languages: Auran, Terran

Challenge: 1/2 (100 xp)

Composed of earth and air, dust mephits are drawn to catacombs and find death morbidly fascinating.

Damage vulnerabilities fire

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.

Actions

Claws. Melee weapon attack: +4 to hit, reach 5 ft., one creature. 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: Summon Mephits (1/Day). 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.