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 (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.
How many dust mephits for a fight?
A dust mephit is worth 100 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many dust mephits fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
2
3
4
2nd
4
6
8
3rd
6
9
12+
4th
10
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the dust mephit compares at CR 1/2
Against the 32 other challenge 1/2 monsters in the SRD 5.1, the dust mephit has more hit points than 8 of them, which makes it a little frailer than most at its CR. See every CR 1/2 monster.
Statistic
Dust Mephit
CR 1/2 average
Armor Class
12
12.4
Hit points
17
21
Best attack bonus
+4
+4
Dust Mephit 2024 stat block
The 2024 Monster Manual revised the dust mephit, and the SRD 5.2 carries the new stat block. What changed:
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.
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).