Ice Mephit 2014
CR 1/2 elemental
Small elemental, chaotic evil
When the mephit dies, it explodes in a burst of viscous ice. Each creature within 5 feet of it must succeed on a DC 11 DEX save or be restrained by ice for 1 minute. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 11 STR check. The ice melts immediately if the restrained creature takes fire damage, freeing the creature.
While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 3 (1d6) cold damage.
Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage plus 3 (1d6) cold damage.
The mephit exhales freezing fog in a 15-foot cone. Each creature in that area must make a DC 11 CON save. On a failure, a creature takes 7 (2d6) cold damage and is restrained by ice until the end of its next turn. On a success, a creature takes half the damage and isn't restrained.
Bonus Actions
The mephit casts the fog cloud spell, requiring no material components and using CHA as the spellcasting ability.
Other versions
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details