Free interactive D&D 5e SRD stat block

Dust Mephit

Small Elemental, CR 1/2, AC 12, 17 HP. Neutral Evil.

Small Elemental, Neutral Evil

AC
12
Initiative
+2 (12)
HP
17 (5d6)
Speed
30 ft., Fly 30 ft.
ScoreModSave
STR 5 -3 -3
DEX 14 +2 +2
CON 10 +0 +0
INT 9 -1 -1
WIS 11 +0 +0
CHA 10 +0 +0
Skills
Perception +2 , Stealth +4
Immunities
Poison, Exhaustion, Poisoned
Vulnerabilities
Fire
Senses
Darkvision 60 ft.; Passive Perception 12
Languages
Primordial (Auran, Terran)
CR
1/2 (XP 100; PB +2)

Traits

Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4+2) Slashing damage.

Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit's next turn.

Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10).

How to run Dust Mephit

A dust mephit is a nuisance with a panic button. Run it in groups of three or four, never solo, because the whole design is built around the moment one of them dies and the rest are still alive to keep choking the party.

Open from cover or above. Stealth +4 plus a 30 ft. fly speed means the mephits should be in the rafters or behind the broken statue when initiative rolls. The Blinding Breath cone is the entire reason this creature exists: 15-foot cone, DC 10 Dex save, Blinded until the end of its next turn. The DC is low, but a Blinded character has disadvantage on attacks and grants advantage to attackers, which is exactly what the next mephit's claws and the rest of the encounter want. Recharge 6 means each mephit gets one good cone, so stagger their initiatives and have them breathe in sequence rather than all in round one.

Death Burst is the trick the players will not see coming. When a mephit drops, every creature within 5 ft. takes a DC 10 Dex save or eats 5 bludgeoning. The frontline fighter who killed the mephit takes the hit; the other two mephits clustered nearby do not. The Sleep cast is once per day per mephit at DC 10, but a single low-HP wizard who fails it is now a problem. Use it on the most obvious caster.

Fire vulnerability ends this encounter the moment a wizard rolls a 4th-level Fireball or higher. If the party leans flame, the mephits should know to break formation and dive into cover or retreat into a room with no line of sight. They are not loyal. They serve whatever wizard summoned them and they would rather flee than burn.

Describe the room going gritty with airborne grit before the first cone lands. The save feels different when the player can already taste the dust.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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