Ice Mephit

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Ice Mephit

Small elemental, neutral evil

STRDEXCONINTWISCHA
7 (-2)13 (+1)10 (+0)9 (-1)11 (+0)12 (+1)
AC HPCRProf.
1121 (6d6)1/2+2

Speed 30 ft., fly 30 ft.
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


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 (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 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.