b'Dust Mephit \n'b'  Family:   Mephits  \n'b'  Small   elemental ,  neutral evil  \n'b'  Armor Class  12  Hit Points  17 (5d6)  Speed  30 ft., fly 30 ft.\n'b' STATS STR: 5 (-3) DEX:  14 (+2)  CON:  10 (+0)  INT:  9 (-1)  WIS:  11 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +4  Damage Vulnerabilities  fire, radiant  Damage Immunities  necrotic, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages \xc2\xa0Terran  Challenge  1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Death Burst . When a necrotic dust 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 one minute and take 3 (1d6) points of necrotic damage (half if the save is successful). A  blinded  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. \n'b'  Ray of Corruption (1/Day) . A necrotic dust mephit can innately cast ray of corruption, making a ranged spell  attack  at +3 against a target within 60\xe2\x80\x99. A hit target takes 9 (2d8) necrotic damage and must make a DC 10  Constitution  saving throw; if it fails, the target is also  poisoned  until the end of the mephit\xe2\x80\x99s next turn (suffering disadvantage on  attack  rolls and ability checks). Its innate spellcasting ability is  Wisdom . \n'b'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage. \n'b'  Blinding Breath (Recharge 6) . A necrotic dust mephit can exhale a 15-foot cone of thick, blinding dust. Each creature in that area must succeed on a DC 12  Dexterity  saving throw or be  blinded  for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Dust mephit corpseraisers are malign creatures of elemental Earth and Negative Energy that look much like their inferior cousins but which are somewhat larger and have sickly greenish sigils pulsing on their death-gray skin. They sometimes summon and direct the efforts of regular dust mephits, which they are mentally superior to, and can wield more potent magical abilities. While they enjoy lurking in graveyards and catacombs, dust mephit corpseraisers are also drawn to places like battlefields and anywhere else they can find the corpses they love to animate and use for all sorts of mischief. They can speak Common and Terran. \n'b' Traditional dust mephits are composed of Earth and Air, but they have cousins made up of Earth and Negative Energy that originate on the Quasi-Elemental Plane of Dust, where the Elemental Plane of Earth and the Negative Energy Plane intersect. These malign creatures especially enjoy lurking in graveyards and catacombs.'