Ice Mephit

Small elemental, Neutral Evil

Armor Class

11

Hit Points

21 (6d6)

Speed

walk 30 ft., fly 30 ft.

Skills

Perception +2, Stealth +3

Damage Vulnerabilities

bludgeoning, fire

Damage Immunities

cold, poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Languages

Aquan, Auran

Challenge

1/2

Death Burst

When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet 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. • At will: fog cloud

Actions

Claws

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 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 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.