Ice Mephit

Small Elemental , Neutral Evil
• Armor Class: 11
• Hit Points: 21 (6d6)
• Speed: 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1)

• Skills: Perception +2, Stealth +3
• Condition Immunities: poisoned
• Vulnerabilities: bludgeoning, fire
• Senses: darkvision 60 ft.
• Languages: Aquan, Auran
• Challenge: 1/2 (100 XP)
• Environments: Arctic, Dungeon, Planar, Urban

• Death Burst: When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

• False Appearance: While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

• Innate Spellcasting (1/Day): The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

Actions


• Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

• Frost Breath (Recharge 6): The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

• Variant: Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.