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