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