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Ice Mephit

Ice Mephit

 

Comprising Frigid Air and Water,Ice Mephits are aloof and cold,surpassing all other Mephits in pitiless cruelty.

Basic Information

Anatomy

Imp-Like,Composed of Air and Water,With bodies of white ice and wings of the same protruding form its shoulders

Ecology and Habitats

The Ice Mephit dwells in Ice Cold caverns,Ice-filled underground lake areas and the Frigid places of the world

Dietary Needs and Habits

Elemental Nature

 

The Ice Mephit doesn't require Food,Drink or Sleep

Additional Information

Facial characteristics

Long Pointed sharp noses,Deep set crystaline eyes and long pointed ears

Perception and Sensory Capabilities

Darkvision 60ft & Passive Perception 12

Civilization and Culture

Major Language Groups and Dialects

  • Aquan  (Elemental Water)
  • Auran  (Elemental Air)
An Ice Mephit by dndbeyond
Genetic Ancestor(s)
Origin/Ancestry
Elementals
Average Height
2ft-4ft Tall (Averaging 3ft)
Body Tint, Colouring and Marking
The Ice Mephit looks to be made from frozen water (Air & Water),its body of ice all jagged


Cover image: An Ice Mephit by dndbeyond

ICE MEPHIT CR: 1/2 (100XP)

Small elemental, neutral evil
Armor Class: 11
Hit Points: 21 (6D6)
Speed: 30 ft , fly: 30 ft

STR

7 -2

DEX

13 +1

CON

10 +0

INT

9 -1

WIS

11 +0

CHA

12 +1

Skills: Perception +2 & Stealth +3
Damage Vulnerabilities: Bludgeoning and Fire
Damage Immunities: Cold and Poison
Condition Immunities: Poisoned
Senses: Darkvision 60ft & Passive Perception 12
Languages: Aquan (Elemental Water) & Auran (Elemental Air)
Challenge Rating: 1/2 (100XP)

INNATE SPELLCASTING (1/DAY):

  THE MEPHIT CAN INNATELY CAST FOG CLOUD, REQUIRING NO MATERIAL COMPONENTS. ITS INNATE SPELLCASTING ABILITY IS CHARISMA.

1/day: Fog Cloud


DEATH BURST:

    WHEN THE MEPHIT DIES, IT EXPLODES IN A BURST OF JAGGED ICE. EACH CREATURE WITHIN 5 FEET OF IT MUST THEN SUCCEED ON 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.

Actions

CLAW:

  MELEE WEAPON ATTACK: +3 TO HIT, REACH 5FT, ONE TARGET: 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.      

VARIANT: MEPHIT SUMMONING

  SOME MEPHITS CAN HAVE AN ACTION OPTION THAT ALLOWS THEM TO SUMMON OTHER MEPHITS.    

SUMMON MEPHITS (1/DAY):

  THE MEPHIT HAS A 25% CHANCE OF SUMMONING 1D4 MEPHITS OF ITS KIND. A SUMMONED MEPHIT APPEARS IN AN UNOCCUPIED SPACE WITHIN 60 FEET OF ITS SUMMONER, ACTS AS AN ALLY OF ITS SUMMONER, AND CAN’T SUMMON OTHER MEPHITS. IT REMAINS FOR 1 MINUTE, UNTIL IT OR ITS SUMMONER DIES, OR UNTIL ITS SUMMONER DISMISSES IT AS AN ACTION.

Comments

Author's Notes

Original Article written for D&D Monster Manual 5e by Wizards of the Coast (WotC)


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