Talewrite

Ice Mephit

Small elemental, neutral evil · 2014 rules, SRD 5.1

Armor Class
11
Hit Points
21 (6d6)
Speed
30 ft., fly 30 ft.
STRDEXCONINTWISCHA
7 (-2)13 (+1)10 (+0)9 (-1)11 (+0)12 (+1)
Skills
Perception +2, Stealth +3
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 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. 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. 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.

Also in the 2024 rules (SRD 5.2).

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).