Ice Mephit
Mephit
Small elemental, neutral evil
Armour Class: 11
Hit Points: 21 (6d6)
Speed: 30 ft., fly 30 ft.
STR | DEX | CON |
7 (−2) | 13 (+1) | 10 (+0) |
INT | WIS | CHA |
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
Challenge: 1/2 (100 XP)
Abilities
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.