Ice Mephit

SizeSmall
TypeElemental
Alignmentneutral evil
Armor Class11
Hit Points21
Hit Dice6d6
Walk Speed (ft)30
Fly Speed (ft)30
7
-2
13
+1
10
+0
9
-1
11
+0
12
+1
Challenge Rating1/2
Darkvision (ft)60
Passive Perception12
Damage VulnerabilitiesBludgeoning, Fire
Damage ImmunitiesCold, Poison
Condition ImmunitiesPoisoned
EnvironmentsArctic or Tundra, Mountain, Plane of Air, Plane of Water
Traits

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. 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. 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.