Ice Mephit | Monsters
| Type | Elemental |
|---|---|
| Hit Points | 21 (6d6) |
| Armor Class | 11 |
| Challenge | 1/2, 100 XP |
| Speed | 30 Ft., Fly 30 Ft. |
| Size | Small |
| Alignment | Neutral Evil |
| Languages | Aquan, Auran |
| Senses | Darkvision 60 Ft., Passive Perception 12 |
| Skills | Perception +2, Stealth +3 |
| Condition Immunities | Poisoned |
| Damage Immunities | Cold, Poison |
| Damage Vulnerabilities | Bludgeoning, Fire |
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|
| 7 | 13 | 10 | 9 | 11 | 12 |
Description
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.