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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
Best for party of 4 at level 2-3

Running This Encounter

Ice Mephits are mischievous elemental sprites that prefer hit-and-run tactics over prolonged combat. Use their small size to position them in cramped spaces where the party's larger members struggle to maneuver. They should mock and taunt the party while darting in and out of combat, making them feel like an annoying swarm rather than a serious threat. Consider using multiple mephits (3-4) to create a challenging encounter despite their individual weakness.

Combat Tactics

Ice Mephits use their Ice Knife action to attack from range, prioritizing targets that are already isolated or weakened. When threatened in melee, they use their Frost Breath in confined spaces to maximize hits on multiple enemies, then attempt to flee or reposition. They coordinate with other mephits to surround single targets and provoke opportunity attacks when the party pursues them recklessly.

Environment & Setting

Ice caves, frozen dungeons, or arctic environments where the mephits have home-field advantage and natural cover from ice formations. Crevasses, icy ledges, and frozen water provide escape routes and difficult terrain that slows heavier party members.