Armor Class 11. Ice Mephit from 5e SRD A searchable D&D 5e creature list. 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. The mephit’s damage reduction improves to 20/magic when in this form. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind.
Small elemental, neutral evil. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. Death burst. An ice mephit can provide an interesting challenge for lower level groups with their frost breath and ability to blend into the icy background. Dr. Jekyll tempts fickle fate in his pursuit of the sublime. False Appearance. Mephits 5e:: 5e.d20srd.org. The mephit can’t attack while in lava form but can use other spell-like abilities. Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty. Small elemental, neutral evil.

Challenge Rating: 1/2 These imp-like monsters are comprised of ice and air, they even look like an evil Jack Frost. Melee [one-action] claw +9 (agile, finesse), Damage 1d4 slashing and 1d4 cold. Damage Immunities cold, poison. It can move at a speed of 10 feet, but it can’t run.
Hit Points 21 (6d6) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA; 7 (−2) 13 (+1) 10 (+0) 9 (−1) 11 (+0) 12 (+1) Skills Perception +2, Stealth +3. Speed 20 feet, fly 25 feet. When the mephit dies, it explodes in a burst of jagged ice. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Breath Weapon [two-actions] (arcane, cold) The ice mephit breathes shards of ice in a 15-foot cone that deals 1d6 cold damage and 1d6 piercing damage to each creature within the area (DC 17 basic Reflex save). Armor Class 11. In this form the mephit can pass through small holes or narrow openings, even mere cracks. Condition Immunities poisoned. 5E SRD; Magic Items; Monsters A-Z; Ice Mephit; Ice Mephit. 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). Arcane Innate Spells DC 17, attack +9; Cantrips (1st) chill touch, ray of frost. Ice Mephit Small elemental, neutral evil Armor Class 11 Hit Points 21 (6d6) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 7 (−2) 13 (+1) 10 (+0) 9 (−1) 11 (+0) 12 (+1) Skills Perception +2, Stealth +3 Damage Vulnerabilities bludgeoning, fire Damage Immunities cold, poison Condition Immunities poisoned Senses darkvis

Damage Vulnerabilities bludgeoning, fire. When the mephit dies, it explodes in a burst of jagged ice. Ice Mephit. 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. This monster is a member of the Mephits group. Ice Mephit. Source available on Github. Ice Mephit. 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.

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