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5ead/monsters/md/5.1_srd_(2015_mm)/ice-mephit.md
2025-06-07 07:58:30 -05:00

1.9 KiB

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.