# Ice Mephit *Small* *Elemental* *neutral evil* - **Armor Class:** 11 - **Hit Points:** 21 (6d6) - **Speed:** walk 30 ft. fly 30 ft. - **Challenge Rating:** 1/2 (100 XP) - **Source:** 5.1 SRD (2015 MM), page 331 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 7 (-2) | 13 (+1) | 10 (+0) | 9 (-1) | 11 (+0) | 12 (+1) | - **Skills:** perception +2, stealth +3 - **Damage Vulnerabilities:** bludgeoning, fire - **Damage Immunities:** cold, poison - **Condition Immunities:** poisoned - **Senses:** darkvision 60 ft., passive Perception 12 - **Languages:** Aquan, Auran ### Special Abilities - **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 (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 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.