Ice Mephit

Family: Mephits

Small elemental, neutral evil

Armor Class 11
Hit Points 21 (6d6)
Speed 30 ft., fly 35 ft.

7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 10 (+0)

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 1/2 (100 XP)


  • Death Burst. When an ice mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet 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 an ice mephit remains motionless it is indistinguishable from an ordinary fragment of ice.
  • Fog Cloud (1/Day). An ice mephit can innately cast fog cloud, requiring no material components and using Charisma as its spellcasting ability. Its own vision is not impeded by the opaque fog created by mephits.


  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage plus 3 (1d6) cold damage.
  • Frost Breath (Recharge 6). An ice mephit can exhale a 15-foot cone of cold air. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.


Ice mephits are frigid monsters of elemental Air and Water that transcend all other creatures of their kind in viciousness, and which are drawn to the very coldest places, including glaciers, ice caverns, icebergs, and frozen tundras. They can speak Aquan and Auran.

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