Ice Mephit

Small elemental, neutral evil
Armor Class
11
Hit Points
21 (6d6)
Speed
30 ft., fly 30 ft.
  • STR 7 (−2)
  • DEX 13 (+1)
  • CON 10 (+0)
  • INT 9 (−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.