Basic Rules

Armor Class 11 (Dex)

Hit Points 21 (6d6)

Speed walk 30 ft., fly 30 ft.

STR DEX CON
7 (-2) 13 (+1) 10 (0)
INT WIS CHA
9 (-1) 11 (0) 12 (+1)

Saving Throws

Skills Perception +2, Stealth +3

Damage Vulnerabilities Bludgeoning, Fire

Damage Immunities Cold, Poison

Condition Immunities Poisoned

Senses Darkvision 60 ft., Passive Perception 12

Languages Aquan, Auran

Challenge 0.5 (100 XP)

Proficiency Bonus +2

Traits

Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. 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. 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 6-6). 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.