Ice Mephit

Small Elemental, neutral evil

CR 1/2

100 XP

AC: 11
HP: 21 (6d6)
Speed: walk 30 ft. , fly 30 ft.
Skills: Perception +2, Stealth +3
Senses: darkvision 60 ft., passive Perception 12
Languages: Aquan, Auran
STR
7
-2
DEX
13
+1
CON
10
+0
INT
9
-1
WIS
11
+0
CHA
12
+1

Special Abilities

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.

Quick Reference

Challenge: CR 1/2
Type: Elemental
Size: Small
Alignment: neutral evil