Monster · CR 1/2 (100 XP) · 2024 rules

Ice Mephit

Small elemental, neutral evil

  • Armor Class 11 (natural armor)
  • Hit Points 21 ()
  • Speed 30 ft., fly 30 ft.
  • Initiative +1 (11)
  • Skills ,
  • Immunities cold, poison, exhaustion, poisoned
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Primordial (Aquan, Auran)
  • Challenge 1/2 (100 XP; PB +2)

Traits

Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 () Cold damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: , reach 5 ft. Hit: 3 () Slashing damage plus 2 () Cold damage.

Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 () Cold damage. Success: Half damage.

Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability.

  • At Will:
  • 1/Day Each: Fog Cloud

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits