All monsters

Ice Mephit

Small, elemental, neutral evil

CR 1/2AC 11HP 21 (6d6)

Speed fly 30 ft, walk 30 ft

str
7
(-2)
dex
13
(+1)
con
10
(+0)
int
9
(-1)
wis
11
(+0)
cha
12
(+1)

Skills stealth +3, perception +2

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 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.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.