Dust Mephit 2014
CR 1/2 elemental
Small elemental, chaotic evil
When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must succeed on a DC 11 DEX save or be blinded for 1 minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
While the mephit remains motionless and hovering, it is indistinguishable from an ordinary cloud of dust.
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage, and the target loses 2 (1d4) HP at the start of its next turn, as sand and grit irritate the wound.
Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) bludgeoning damage, and the target loses 2 (1d4) HP at the start of its next turn, as sand and grit irritate the wound.
The mephit exhales blinding dust in a 15-foot cone. Each creature in that area must make a DC 11 DEX save. On a failure, a creature takes 5 (2d4) bludgeoning damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions
The mephit casts the sleep spell (spell save DC 11), requiring no material components and using WIS as the spellcasting ability.
Other versions
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details