Small swarm of Small elementals, Neutral Evil
Armor Class 11
Hit Points 147 (42d6)
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
Damage Vulnerabilities Bludgeoning, Fire
Damage Immunities Cold, Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Aquan, Auran
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Death Burst. When the swarm of mephits takes damage, it explodes in a burst of jagged ice. 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.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Innate Spellcasting  (at will). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny mephit. The swarm can't regain hit points or gain temporary hit points.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 21 (6d4 + 6) slashing damage plus 15 (6d4) cold damage, or  10 (3d4 + 3) slashing damage plus 7 (3d4) cold damage if the swarm has half of its hit points or fewer.

Frost Breath (Recharge 6). 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 30 (12d4) cold damage  or 15 (6d4) cold damage if the swarm has half of its hit points or fewer on a failed save. Taking half as much damage on a successful save

Description

A swarm of 6 ice mephits 

Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty.

Habitat: Arctic

Solarsyphon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes