Ice Mephit
Small elemental, neutral evil

Armor Class 11
Hit Points 21 (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 1/2 (100 XP)
Proficiency Bonus +2
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 , 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 (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.