Ice Mephit

Monster Manual (2025) p. 206

Size
Small
Type
elemental
Alignment
neutral evil
AC
11
Initiative
1
Hit Points
21 (6d6)
Speed
walk 30 ft., fly 30 ft.
Skills
Stealth +3, Perception +2
Immunities
cold, poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
12
Languages
Primordial (Aquan, Auran)
Challenge
1/2
Lineage
Mephit
Environment
planar (elemental)
STR
7
−2
DEX
13
+1
CON
10
+0
INT
9
−1
WIS
11
+0
CHA
12
+1

Traits

Proficiency Bonus

+2

Death Burst

The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage.

Actions

Claw

Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage.

Frost Breath (Recharge 6)

Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage.

recharge

D6

Fog Cloud (1/Day)

The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability.

  • 1/day: Fog Cloud

recharge

1/DAY

Spells

Fog Cloud [5.5e]

Other data

description

Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users. Mephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.

Ice Mephit: Ice mephits have bodies made of frigid air and frozen water. They delight in freezing things and dropping ice into peoples' clothes.