Ice Mephit
Small Elemental neutral evil
- Armor Class: 11
- Hit Points: 21 (6d6)
- Speed: walk 30 ft. fly 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: 5.1 SRD (2015 MM), page 331
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 7 (-2) |
13 (+1) |
10 (+0) |
9 (-1) |
11 (+0) |
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
Special Abilities
- 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.
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