Ice Mephit

Small · Elemental · CR 0.5

Type
Elemental
Size
Small
Alignment
neutral evil
Armour class
11
Hit points
21 (6d6)
Initiative
+1
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
Challenge
1/2 (100 XP)
Ability scores
STRDEXCONINTWISCHA
7 (-2)13 (+1)10 (+0)9 (-1)11 (+0)12 (+1)

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 (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. 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.