Damage Vulnerabilities bludgeoning, fire.
Ice Mephit Small elemental, neutral evil Armor Class 11 Hit Points 21 (6d6) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 7 (−2) 13 (+1) 10 (+0) 9 (−1) 11 (+0) 12 (+1) Skills Perception +2, Stealth +3 Damage Vulnerabilities bludgeoning, fire Damage Immunities cold, poison Condition Immunities poisoned Senses darkvis Ice Mephit. Small elemental, neutral evil. A searchable D&D 5e creature list. Condition Immunities poisoned. Arcane Innate Spells DC 17, attack +9; Cantrips (1st) chill touch, ray of frost. Mephits 5e:: 5e.d20srd.org. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. In this form the mephit can pass through small holes or narrow openings, even mere cracks. Ice Mephit. 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. When the mephit dies, it explodes in a burst of jagged ice. 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. The mephit’s damage reduction improves to 20/magic when in this form. Challenge Rating: 1/2 These imp-like monsters are comprised of ice and air, they even look like an evil Jack Frost. Ice Mephit from 5e SRD It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Ice Mephit. Death burst. 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. When the mephit dies, it explodes in a burst of jagged ice. It can move at a speed of 10 feet, but it can’t run.
Speed 20 feet, fly 25 feet.
Hit Points 21 (6d6) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA; 7 (−2) 13 (+1) 10 (+0) 9 (−1) 11 (+0) 12 (+1) Skills Perception +2, Stealth +3. Source available on Github.
Dr. Jekyll tempts fickle fate in his pursuit of the sublime. Armor Class 11. Breath Weapon [two-actions] (arcane, cold) The ice mephit breathes shards of ice in a 15-foot cone that deals 1d6 cold damage and 1d6 piercing damage to each creature within the area (DC 17 basic Reflex save). 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).
Small elemental, neutral evil. Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. 5E SRD; Magic Items; Monsters A-Z; Ice Mephit; Ice Mephit. An ice mephit can provide an interesting challenge for lower level groups with their frost breath and ability to blend into the icy background. This monster is a member of the Mephits group.
Melee [one-action] claw +9 (agile, finesse), Damage 1d4 slashing and 1d4 cold. Armor Class 11. The mephit can’t attack while in lava form but can use other spell-like abilities. Damage Immunities cold, poison.