Ice Mephit | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Monster Manual

Ice Mephit CR: 1/2

Small elemental, any non-lawful
Armor Class: 11 (natural armor)
Hit Points: 21 (6d6) 6d6
Speed: 30 ft , fly: 30 ft

STR

7 -2

DEX

13 +1

CON

10 +0

INT

9 -1

WIS

11 +0

CHA

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
Challenge Rating: 1/2

Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.


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) 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 Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) 1d4+1 slashing damage plus 2 (1d4) 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) 2d4 cold damage on a failed save, or half as much damage on a successful one.

Comprising frigid air and water, ice mephits are aloof and cold.

Created by

I Dream of Azathoth.

Statblock Type

Monster

Link/Embed