OmnisGM/ rules
Ice Mephit

Ice MephitSmall Elemental, Neutral Evil

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

Traits

Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: +3, reach 5 ft. 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage.

Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage.

Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability.

Build your character in OmnisGMAn interactive character sheet — for these very rules.
Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Converted to Markdown, split into pages and cross-linked by OmnisGM. Legal
Images © OmnisGM — not part of the SRD and not covered by its license.
Dungeons & Dragons and D&D are trademarks of Wizards of the Coast LLC. OmnisGM is an independent project, not affiliated with or endorsed by Wizards of the Coast.