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.