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Data/HD/srd_monsters_ice_mephit.md
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---
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!MonsterVO
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Type: elemental
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Size: Small
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Alignment: neutral evil
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ArmorClass: 11
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HitPoints: 21 (6d6)
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Speed: 30 ft., fly 30 ft.
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Strength: ' 7 (-2)'
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Dexterity: 13 (+1)
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Constitution: 10 (+0)
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Intelligence: ' 9 (-1)'
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Wisdom: 11 (+0)
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Charisma: 12 (+1)
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Skills: Perception +2, Stealth +3
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DamageImmunities: cold, poison
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ConditionImmunities: poisoned
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Senses: darkvision 60 ft., passive Perception 12
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Languages: Aquan, Auran
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Challenge: 1/2 (100 XP)
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Id: monsters_vo.md#ice-mephit
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ParentLink: monsters_vo.md#monsters-npc-and-animals
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Name: Ice Mephit
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ParentName: Monsters, NPC and Animals
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NameLevel: 1
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AltName: '[Méphite de glace](hd_monsters_mephite_de_glace.md)'
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---
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> [Monsters, NPC and Animals](srd_monsters.md)
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---
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# Ice Mephit
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- CEO: [Méphite de glace](hd_monsters_mephite_de_glace.md)
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- Small elemental, neutral evil
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- **Armor Class** 11
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- **Hit Points** 21 (6d6)
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- **Speed** 30 ft., fly 30 ft.
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|STR|DEX|CON|INT|WIS|CHA|
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|---|---|---|---|---|---|
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| 7 (-2)|13 (+1)|10 (+0)| 9 (-1)|11 (+0)|12 (+1)|
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- **Skills** Perception +2, Stealth +3
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- **Senses** darkvision 60 ft., passive Perception 12
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- **Languages** Aquan, Auran
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- **Challenge** 1/2 (100 XP)
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- **Damage Immunities** cold, poison
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- **Damage Vulnerabilities** bludgeoning, fire
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- **Condition Immunities** poisoned
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## Special Features
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**_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.
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**_False Appearance_**. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
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**_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.
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## Actions
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**_Claws_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
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_Hit_: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
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**_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.
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