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.
Score 7 13 10 9 11 12
Modifier -2 +1 +0 -1 +0 +1
Saving Throw -2 +1 +0 -1 +0 +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)

Traits

Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet 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.

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.