Basic Rules

Armor Class 12 (Dex)

Hit Points 17 (5d6)

Speed walk 30 ft., fly 30 ft.

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

Saving Throws

Skills Perception +2, Stealth +4

Damage Vulnerabilities Fire

Damage Immunities Poison

Condition Immunities Poisoned

Senses Darkvision 60 ft., Passive Perception 12

Languages Auran, Terran

Challenge 0.5 (100 XP)

Proficiency Bonus +2

Traits

Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. 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. 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 6-6). 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.