Ice Mephit

Small elemental, neutral evil

Armor Class
11
Hit Points
21 (6d6)
Speed
30 ft., fly 30 ft.
STR
7 (โˆ’2)
DEX
13 (+1)
CON
10 (+0)
INT
9 (โˆ’1)
WIS
11 (+0)
CHA
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)

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.

Running this fight? Add the ice mephit to the initiative tracker: type its name and the AC, hit points and initiative bonus fill in, and the book button shows this stat block mid-fight.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.