Ice Mephit
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 7 (2d6) Cold damage on a failed save, or half as much damage on a successful one.
While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Actions
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 7 (2d6) cold damage on a failed save, or half as much damage on a successful one.
The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. 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. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
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 Mephit
Not yet described
Duplication and Templates
Ice Mephit (horatio.fairburn) has been modified from other monsters.
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