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Ice Mephit 2014

CR 1/2 elemental

Small elemental (Mephits), neutral evil


Armor Class
11
Hit Points
21 (6d6)
Speed
30 ft., fly 30 ft.

STR7 (-2)
DEX13 (+1)
CON10 (+0)
INT9 (-1)
WIS11 (+0)
CHA12 (+1)

Saving Throws
Skills
Perception +2, Stealth +3
Vulnerabilities
bludgeoning, fire
Damage Immunities
cold, poison
Condition Immunities
poisoned
Senses
darkvision 60 ft., passive Perception 12
Languages
Aquan, Auran
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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.

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.

Environments: Arctic or Tundra, Mountain, Plane of Air, Plane of Water

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details