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Actions (2d4) cold damage on a failed save, or half as much
damage on a successful one.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) slashing damage.
Blinding Breath (Recharge 6). The mephit exhales a 15- Magma Mephit
foot cone of blinding dust. Each creature in that area Small elemental, neutral evil
must succeed on a DC 10 Dexterity saving throw or be Armor Class 11
blinded for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect Hit Points 22 (5d6 + 5)
on itself on a success. Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
Ice Mephit
8 (−1) 12 (+1) 12 (+1) 7 (−2) 10 (+0) 10 (+0)
Small elemental, neutral evil
Skills Stealth +3
Armor Class 11 Damage Vulnerabilities cold
Hit Points 21 (6d6)
Damage Immunities fire, poison
Speed 30 ft., fly 30 ft.
Condition Immunities poisoned
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 10
7 (−2) 13 (+1) 10 (+0) 9 (−1) 11 (+0) 12 (+1) Languages Ignan, Terran
Skills Perception +2, Stealth +3 Challenge 1/2 (100 XP)
Damage Vulnerabilities bludgeoning, fire
Damage Immunities cold, poison Death Burst. When the mephit dies, it explodes in a
Condition Immunities poisoned burst of lava. Each creature within 5 feet of it must
make a DC 11 Dexterity saving throw, taking 7 (2d6)
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Auran fire damage on a failed save, or half as much damage
on a successful one.
Challenge 1/2 (100 XP)
False Appearance. While the mephit remains
motionless, it is indistinguishable from an ordinary
Death Burst. When the mephit dies, it explodes in a mound of magma.
burst of jagged ice. Each creature within 5 feet of it Innate Spellcasting (1/Day). The mephit can innately
must make a DC 10 Dexterity saving throw, taking 4 cast heat metal (spell save DC 10), requiring no
(1d8) slashing damage on a failed save, or half as much material components. Its innate spellcasting ability is
damage on a successful one. Charisma.
False Appearance. While the mephit remains
motionless, it is indistinguishable from an ordinary Actions
shard of ice. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Innate Spellcasting (1/Day). The mephit can innately creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4)
cast fog cloud, requiring no material components. Its fire damage.
innate spellcasting ability is Charisma. Fire Breath (Recharge 6). The mephit exhales a 15- foot
cone of fire. Each creature in that area must make a DC
Actions 11 Dexterity saving throw, taking 7 (2d6) fire damage
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one on a failed save, or half as much damage on a
creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) successful one.
cold damage.
Frost Breath (Recharge 6). The mephit exhales a 15- Steam Mephit
foot cone of cold air. Each creature in that area must Small elemental, neutral evil
succeed on a DC 10 Dexterity saving throw, taking 5
Armor Class 10
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