Ice Mephit
Small Elemental, neutral evil
- Armor Class
- 11
- Hit Points
- 21 (6d6)
- Speed
- walk 30 ft., fly 30 ft.
- Challenge Rating
- 1/2
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 13 (+1) | 10 (+0) | 9 (-1) | 11 (+0) | 12 (+1) |
- Vulnerabilities
- bludgeoning, fire
- Damage Immunities
- cold, poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- Aquan, Auran
Special Abilities
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.
While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
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.
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.