Ice Mephit

Small elemental, Neutral Evil

Armor Class11
Hit Points21 (6d6)
Speed30 ft., fly 30 ft.
STRDEXCONINTWISCHA
7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1)
Saving Throws—
SkillsPerception +2, Stealth +3
Damage Vulnerabilitiesbludgeoning; fire
Damage Resistances—
Damage Immunitiescold; poison
Condition Immunitiespoisoned
Sensesdarkvision 60 ft., passive Perception 12
LanguagesAquan, Auran
Challenge1/2

Traits

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) 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.

Actions

Claws.

Melee Attack Roll: +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.

Innate Spellcasting (1/Day)

The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

At will: fog cloud