Small Elemental, Neutral Evil
Armor Class 12 Initiative +2 (12) Hit Points 17 (5d6) Speed 30 ft., Fly 30 ft.
Saving Throws Str −3, Dex +2, Con +0, Int −1, Wis +0, Cha +0
Skills Perception +2, Stealth +4
Damage Immunities Poison; Exhaustion, Poisoned
Damage Vulnerabilities Fire
Senses Darkvision 60 ft.; Passive Perception 12
Languages Primordial (Auran, Terran)
Challenge Rating 1/2
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.
Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage.
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.
The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10).