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)
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.