Ice Imps
While the imp remains motionless, it is indistinguishable from ordinary snowy banks or branches.
Ice Imps have advantage on an attack roll against a creature if at least one of Ice Imps’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
Ice Imps deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Ice Imps that isn’t incapacitated and Ice Imps doesn’t have disadvantage on the attack roll.
Ice Imps have three tail spikes. Used spikes regrow when Ice Imps finishes a long rest.
Actions
Reactions
Variants
Cavern version
Words
The friendly domesticated sub category
Mephits
Mephits are mischievous elemental tricksters, born from the union of disparate elemental planes. They are perpetually eager to sow chaos and confusion.
Elemental Mischief. Mephits come in various forms, each corresponding to a blend of elements. They delight in creating small-scale havoc, whether by igniting fires, chilling the air, or blinding enemies.
Unpredictable Allies. Though generally selfish, mephits can be bargained with. They often serve more powerful beings, seeking scraps of elemental energy or arcane knowledge in return.
Improvisational Impact. Mephits lack raw strength, making up for it with their elemental abilities and innate cunning. They prefer ambushes and hit-and-run tactics, using their elemental traits to control the battlefield in unexpected ways.
Ice Imps
Not yet described
Duplication and Templates
Want to make a new design starting from 'Ice Imps'? Want to apply a template?