Small elemental, neutral evil
- Armor Class
- 11
- Hit Points
- 21 (6d6)
- Speed
- fly 30 ft., 30 ft.
- Challenge
- 1/2 (100 XP)
- Skills
- Stealth +3, Perception +2
- Damage Immunities
- cold; poison
- Damage Vulnerabilities
- bludgeoning; fire
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- Aquan, Auran
Traits
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) slashing damage on a failed save, or half as much damage on a successful one.
While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Actions
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
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.
Spellcasting
The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.