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Ice Mephit

Ice Mephit
Small Elemental, Typically Neutral Evil
Armor Class11
Hit Points21(6d6)
Speed30 ft, fly 30 ft
STR
7(-2)
DEX
13(+1)
CON
10(+0)
INT
9(-1)
WIS
11(+0)
CHA
12(+1)
SkillsPerception +2, Stealth +3
Damage Vulnerabilitiesbludgeoning, fire
Damage Immunitiescold, poison
Condition Immunitiespoisoned
SensesDarkvision 60 ft, passive Perception 12
LanguagesAquan, Auran
Challenge1/2( 100 XP) Proficiency Bonus+2

Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) 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.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6–6). 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.

Spellcasting. The mephit casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11, +3 to hit with spell attacks):

1/day each: fog cloud

Export

Ice mephits were mephits composed of air and water. They were cold and indifferent, and the most cruel of all the mephits.

This article uses material from the “Ice Mephit” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.