The Ice Mephit is a mischievous and icy creature native to the elemental plane of ice. It appears as a small humanoid figure made entirely of translucent blue ice, with crystalline wings protruding from its back. Its eyes glow with a cold, pale light, and frost trails behind it as it moves.
As a creature of ice and cold, the Ice Mephit possesses an affinity for freezing powers. It can exhale icy breath, creating small frosty blasts that can freeze its foes. It can also summon frigid gusts of wind, causing a sudden drop in temperature and making the surroundings icy and treacherous.
Ice Mephits are known for their playful and mischievous nature. They enjoy playing pranks and causing minor disruptions, often using their freezing powers to create patches of ice or frost on the ground. They are not particularly strong combatants, but their icy abilities can still pose a threat, especially when they gather in groups.
When encountered in the frozen regions or within the elemental plane of ice, Ice Mephits are often found in the service of more powerful ice-related creatures or entities. They may act as messengers, scouts, or servants, using their freezing powers to assist their masters.
While not the most dangerous creatures, Ice Mephits can still provide an interesting challenge for adventurers. Their ability to create icy hazards and their penchant for tricks and deception can make encounters with them unpredictable. Defeating an Ice Mephit may yield valuable information about the local area or lead to further encounters with more powerful ice creatures.
Special Abilities
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: 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.
Lore
The Stream
Proficiencies
- Skill: Perception +2
- Skill: Stealth +3
Senses
- Passive Perception: 12
- Darkvision: 60′
Credits: SRD 5.1