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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Ice Mephit/

Ice Mephit

Ice Mephit

Small elemental, neutral evil
  • Armor Class 11 (undefined)
  • 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 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 (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.
  • Variant: Summon Mephits (1/Day). 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.

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