---
!MonsterVO
Type: elemental
Size: Small
Alignment: neutral evil
ArmorClass: 11
HitPoints: 21 (6d6)
Speed: 30 ft., fly 30 ft.
Strength: ' 7 (-2)'
Dexterity: 13 (+1)
Constitution: 10 (+0)
Intelligence: ' 9 (-1)'
Wisdom: 11 (+0)
Charisma: 12 (+1)
Skills: Perception +2, Stealth +3
DamageImmunities: cold, poison
ConditionImmunities: poisoned
Senses: darkvision 60 ft., passive Perception 12
Languages: Aquan, Auran
Challenge: 1/2 (100 XP)
Id: monsters_vo.md#ice-mephit
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Ice Mephit
ParentName: Monsters, NPC and Animals
NameLevel: 1
AltName: '[Méphite de glace](hd_monsters_mephite_de_glace.md)'
---
> [Monsters, NPC and Animals](srd_monsters.md)

---

# Ice Mephit

- CEO: [Méphite de glace](hd_monsters_mephite_de_glace.md)
-  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
- **Senses** darkvision 60 ft., passive Perception 12
- **Languages** Aquan, Auran
- **Challenge** 1/2 (100 XP)
- **Damage Immunities** cold, poison
- **Damage Vulnerabilities** bludgeoning, fire
- **Condition Immunities** poisoned

## Special Features

**_Death Burst_**. 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.

**_False Appearance_**. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

**_Innate Spellcasting (1/Day)_**. The mephit can innately cast _[fog cloud](srd_spells_fog_cloud.md)_, 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.

