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)

Damage Immunities

cold, poison

Damage Vulnerabilities

bludgeoning, fire

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Skills

Perception +2, Stealth +3

Languages

Aquan, Auran

Challenge

1/2 (100 XP)

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.

small
elemental
cr1/2
monster-manual