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D&D · SRD 5.1 (5e, 2014)

Ice Mephit Small Elemental, Neutral Evil

Armor Class
11
Hit Points
21 (6d6)
Speed
30 ft., Fly 30 ft.
STRDEXCONINTWISCHA
SCORE7131091112
MOD-2+1+0-1+0+1
SAVE-2+1+0-1+0+1
Skills
Perception +2, Stealth +3
Vulnerabilities
Bludgeoning, Fire
Immunities
Cold, Poison; Poisoned
Senses
darkvision 60 ft.; Passive Perception 12
Languages
Aquan, Auran
CR
1/2 (XP 100)

Traits

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.

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Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal