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Dust Mephit 5e: The Low-Level Mephit That Blinds and Puts You to Sleep
A dust mephit is a CR 1/2 Small elemental with AC 12, 17 hit points, a 30-foot fly speed and almost no damage: its claws hit for 4. What makes it dangerous is control. In the 2014 rules it can cast Sleep once a day (5d8 hit points' worth of creatures), its Blinding Breath can blind a cone of characters for up to a minute, and its Death Burst blinds whoever killed it in melee. The 2024 version keeps the tricks but shortens them: the breath blinds only until the end of the mephit's next turn, Sleep becomes a DC 10 Wisdom save, and the death burst deals damage instead of blinding.
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Dust Mephit Stat Block (2014)
Dust Mephit
Small elemental, neutral evil
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 Vulnerabilities fire
Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Auran, Terran
Challenge 1/2 (XP 100; PB +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 (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.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Three 2014 effects can take a character out of the fight:
•Sleep (1/day, innate, no material component). Roll 5d8 (average 22.5). Creatures within 20 feet of a point the mephit picks fall unconscious in order of lowest current hit points until the total runs out. Undead and creatures immune to being charmed are unaffected.
•Blinding Breath (Recharge 6). A 15-foot cone, DC 10 Dexterity save or Blinded for 1 minute, repeating the save at the end of each of its turns.
•Death Burst. When it dies, each creature within 5 feet makes a DC 10 Constitution save or is Blinded for 1 minute, repeating the save on each of its turns.
It is vulnerable to fire and immune to poison.
The Dust Mephit in the 2024 Rules
Dust Mephit
Small Elemental, Neutral Evil
Armor Class 12
Initiative +2 (12)
Hit Points 17 (5d6)
Speed 30 ft., fly 30 ft.
STR
5 (−3)save −3
DEX
14 (+2)save +2
CON
10 (+0)save +0
INT
9 (−1)save −1
WIS
11 (+0)save +0
CHA
10 (+0)save +0
Skills Perception +2, Stealth +4
Vulnerabilities fire
Immunities poison; Exhaustion; Poisoned
Senses Darkvision 60 ft.; Passive Perception 12
Languages Primordial (Auran, Terran)
Challenge 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.
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).
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
2014
2024
Blinding Breath
DC 10 Dex, Blinded up to 1 minute
DC 10 Dex, Blinded until end of mephit's next turn
Sleep
5d8 HP pool, no save, 20-ft radius
DC 10 Wis save, 5-ft-radius Sphere, concentration
Death Burst
DC 10 Con or Blinded 1 minute
DC 10 Dex, 5 (2d4) bludgeoning, half on success
Immunities
Poison; Poisoned
Adds Exhaustion
The 2024 Sleep works in two steps: a failed save gives the Incapacitated condition until the end of the target's next turn, then a second failed save makes it Unconscious for the spell's duration. Damage or a shake from an ally ends it.
How Dust Mephits Fight
Open with Sleep (2014). At level 1, a wizard has 6 to 8 hit points and a rogue or cleric 8 to 10. An average 22.5-point pool puts two of them to sleep if the mephit wins initiative. The spell doesn't pick sides, so the mephit aims the 20-foot radius away from its allies.
Breathe on the front line. A character with Dex +0 fails the DC 10 save 45% of the time. Blinded creatures have Disadvantage on attacks and attacks against them have Advantage. In 2014 that can last several rounds. In 2024 it lasts one round, so the breath is a setup for the mephit's allies, not a lockdown.
Fly, then claw. It flies 30 feet. It hovers over a pit or a ledge where a blinded character can't follow. Its claws are +4 against AC 14, hitting 55% of the time for about 2 damage a round. It isn't the damage dealer. Pair it with something that is.
Make them kill it in melee (2014). The Death Burst can blind every creature within 5 feet, usually including the one who finished it. A dust mephit next to the party's fighter is a trap even when it's dying.
How Many Dust Mephits for Your Party?
A dust mephit is worth 100 XP. Our encounter calculator also shows the 2014 Dungeon Master's Guide guidelines.
Two 2014 dust mephits at level 1 can Sleep the whole back line. Use one Sleep per fight unless you want a wipe. The 2024 numbers are kinder because the save gives players a chance.
How Players Beat Dust Mephits
•Fire. It is vulnerable to fire. Burning Hands (3d6, average 10.5) doubles to 21 on a failed save, more than its 17 hit points.
•Kill it at range. Ranged attacks avoid the Death Burst. Magic Missile never misses and doesn't need a save. Eldritch Blast and a shortbow work too.
•Let the elf stand guard. In 2014, an elf's Fey Ancestry means magic can't put it to sleep. The 2024 Sleep spell says creatures that don't sleep, such as elves, automatically succeed on the save. Either way the elf stays up to wake the others.
•Wake each other. Both editions let a sleeper wake when it takes damage or someone uses an action to shake it.
•Spread out. The 15-foot cone catches clumped characters. Four characters in a doorway are four saves.
Dust Mephit Encounter Ideas
The tomb dust. In a sealed crypt, two dust mephits wait in the dust of a collapsed ceiling. When the party lights a torch, they Sleep whoever has the light and steal it.
The quarry storm. A magma mephit and two dust mephits hide in a stone quarry's blasting pit. The dust mephits blind, the magma mephit burns, and the workers want them gone before the next shift.
The broken hourglass. A mage's giant hourglass has cracked, and dust mephits have been drawn to the sand. Their ice mephit cousin was sealed in the next room to keep the hourglass cool. Freeing it makes the fight harder.
Frequently Asked Questions
What CR is a dust mephit?
A dust mephit is CR 1/2 (100 XP) in both editions, with AC 12, 17 hit points and a 30-foot fly speed.
What spell can a dust mephit cast?
Sleep, once per day. In the 2014 rules it uses the 5d8 hit point version with no material component. In the 2024 rules it casts the Wisdom-save version with a DC of 10 and no spell components.
What does a dust mephit's Death Burst do?
In the 2014 rules, each creature within 5 feet makes a DC 10 Constitution save or is Blinded for 1 minute. In the 2024 rules, each creature in a 5-foot Emanation makes a DC 10 Dexterity save, taking 5 (2d4) bludgeoning damage, or half on a success.
What is a dust mephit weak to?
Fire. It has vulnerability to fire damage in both editions.
What are the other mephits?
The SRD has four: the dust mephit, the ice mephit, the magma mephit and the steam mephit. Each has a breath weapon, a Death Burst and a different trick.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.