Ice Mephit
D&D 5e · 2014·Small Elemental·Neutral Evil
- Armor class
- 11
- Hit points
- 216d6
- Challenge
- 1/2100 XP
- Proficiency
- +2
Speed 30 ft., fly 30 ft.
| Measure | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 7 | 13 | 10 | 9 | 11 | 12 |
| Mod | -2 | +1 | +0 | -1 | +0 | +1 |
| Save | -2 | +1 | +0 | -1 | +0 | +1 |
- Skills
- Stealth +3, Perception +2
- Vulnerabilities
- bludgeoning, fire
- Damage immunities
- cold, poison
- Condition immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- Aquan, Auran
Traits
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.