Ice Mephit
5esmall elemental, neutral evil
Defense
Proficiencies & Senses
Traits
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.
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.
Reference Text
Ice mephits are small, mischievous elemental creatures born from the elemental planes of air and water, embodying the cold and biting nature of winter. They appear as small, winged humanoids with jagged, icy skin and a mischievous glint in their eyes. Their bodies are composed of frozen air and water, and they can blend seamlessly into icy environments when they hold still. Ice mephits are known for their playful yet cruel demeanor, often delighting in causing minor frostbite and mischief to travelers in cold regions. They are neutral evil, acting out of self-interest and a love for causing discomfort to others. Despite their small size, they are not to be underestimated, as they can exhale a cone of freezing air and explode into jagged ice upon death. They are often found in arctic environments, on the Plane of Air, or the Plane of Water, where they frolic in the cold winds and frozen landscapes. Their innate magical ability allows them to create fog clouds, obscuring vision and aiding in their pranks or escapes. Ice mephits are social creatures, often gathering in small groups, and they can summon others of their kind to aid them in times of need. They are capricious and unreliable, but their loyalty can be bought with shiny trinkets or promises of fun.