Dungeons & Dragons Fifth Edition SRD

This resource contains useful selections. You can find the complete documentation here: System Reference Document.


Ice Mephit

Ice Mephit

Small, elemental, neutral evil
Armor Class
11 (dex)
Hit Points
21
(6d6)
Speed:
Walk 30 ft.,
Fly 30 ft.,


STR
7
(-2) DEX
13
(1)
CON
10
(0)
INT
9
(-1)
WIS
11
(0)
CHA
12
(1)


Saving Throws:
Skills:
Perception +2
,
Stealth +3
Damage Vulnerabilities: bludgeoning, fire
Damage Resistances:
Damage Immunities: cold, poison
Condition Immunities: Poisoned
Senses:
darkvision 60 ft.
Passive Perception:
12
Languages: Aquan, Auran
CR:
1/2
(100 XP)
Proficiency Bonus: 2

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:

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

Spells

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.



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