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.