rpg—rules

monster

Ice Mephit

Small Elemental, Neutral Evil

Armor Class
11
Hit Points
21 (6d6)
Challenge rating
1/2
CHA
12 (+1)
CON
10 (+0)
DEX
13 (+1)
INT
9 (-1)
STR
7 (-2)
WIS
11 (+0)

Small Elemental, Neutral Evil

AC 11 · Initiative +1 (11)

HP 21 (6d6)

Speed 30 ft., Fly 30 ft.

Ability Score Mod Save
Str 7 −2 −2
Dex 13 +1 +1
Con 10 +0 +0
Int 9 −1 −1
Wis 11 +0 +0
Cha 12 +1 +1

Skills Perception +2, Stealth +3

Vulnerabilities Fire

Immunities Cold, Poison; Exhaustion, Poisoned

Senses Darkvision 60 ft.; Passive Perception 12

Languages Primordial (Aquan, Auran)

CR 1/2 (XP 100; 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 (2d4) Cold damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage.

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

Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage.

Source · SRD 5.2.1 · page 307