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Import Monsters_batch1: Dust Mephit
 
Reimport Monsters: Dust Mephit (formattato)
Riga 1: Riga 1:
### Dust Mephit
=== Dust Mephit ===
 
''Small elemental, neutral evil''
*Small elemental, neutral evil*


'''Armor Class''' 12
'''Armor Class''' 12
Riga 9: Riga 8:
'''Speed''' 30 ft., fly 30 ft.
'''Speed''' 30 ft., fly 30 ft.


| STR   | DEX     | CON     | INT   | WIS     | CHA     |
{| class="wikitable"
|--------|---------|---------|--------|---------|---------|
! STR
| 5 (-3) | 14 (+2) | 10 (+0) | 9 (-1) | 11 (+0) | 10 (+0) |
| DEX
| CON
| INT
| WIS
| CHA
! --------
| ---------
| ---------
| --------
| ---------
| ---------
! 5 (-3)
| 14 (+2)
| 10 (+0)
| 9 (-1)
| 11 (+0)
| 10 (+0)
|}


'''Skills''' Perception +2, Stealth +4
'''Skills''' Perception +2, Stealth +4
Riga 27: Riga 43:
'''Challenge''' 1/2 (100 XP)
'''Challenge''' 1/2 (100 XP)


*'''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.
****'''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.
'''**'''Innate Spellcasting (1/Day)'''**'''. The mephit can innately cast ''sleep'', requiring no material components. Its innate spellcasting ability is Charisma.


###### Actions
###### Actions


*'''Claws.'''* *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) slashing damage.
'''**'''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.


*'''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.
{{Licenza|versione=5.1}}
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]

Versione delle 08:26, 3 lug 2026

Dust Mephit

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) 10 (+0)

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 1/2 (100 XP)

        • 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.

            1. 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.

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