Ice Mephit
Small elemental, neutral evil
- Armor Class
- 11
- Hit Points
- 21 (6d6)
- Speed
- 30 ft., fly 30 ft.
- STR
- 7 (−2)
- DEX
- 13 (+1)
- CON
- 10 (+0)
- INT
- 9 (−1)
- WIS
- 11 (+0)
- CHA
- 12 (+1)
- Skills
- Perception +2, Stealth +3
- Damage Vulnerabilities
- bludgeoning, fire
- Damage Immunities
- cold, poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- Aquan, Auran
- Challenge
- 1/2 (100 XP)
- Proficiency Bonus
- +2
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.