Small Elemental, Chaotic Evil
Armor Class 13
Hit Points 27 (6d8)
Speed 30 ft., Fly 30 ft.
STR
9 (-1)
DEX
15 (+2)
CON
10 (+0)
INT
9 (-1)
WIS
12 (+1)
CHA
12 (+1)
Skills Arcana +2, Perception +2, Stealth +3
Damage Vulnerabilities Bludgeoning, Fire
Damage Immunities Cold, Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages Aquan, Auran Aquan, Auran
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Death Burst. When the arch-mephit dies, it explodes into a burst of jagged ice. Each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.

False Appearance. While the arch-mephit remains motionless, it is indistinguishable from an ordinary ice formation.

Innate Spellcasting. The arch-mephit's innate spellcasting ability is Wisdom (spell save DC 12). The arch-mephit can innately cast the following spells, requiring no components:

At will: Color Spray, Dancing Lights, Fog Cloud, Ray of Frost
1/day each: Ice Knife

Actions

Multiattack. The arch-mephit makes one attack with it's claws. If that attack hits, the arch-mephit can make one freeze attack against the same target.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage plus 3 (1d4+1) cold damage.

Freeze. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) cold damage, and the target must succeed on a DC 10 Constitution saving throw or be petrified for the next 3 turns. The target can repeat the saving throw at the end of each of it's turns, ending the effect on a success.

Frost Breath (Recharge 6). The arch-mephit exhales a 20-foot cone of cold air. Each creature in that area must succeed on a D 14 Dexterity saving throw, taking 7 (1d8+3) cold damage on a failed save, or half as much damage on a successful one.

Just_A_Flumph