Medium Construct, Unaligned
Armor Class 9 (natural armor)
Hit Points 100 (20d8 + 10)
Speed 25 ft.
STR
17 (+3)
DEX
9 (-1)
CON
14 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
9 (-1)
Saving Throws STR +5, CON +4
Damage Vulnerabilities Fire
Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Petrified, Poisoned, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The Mound is incapacitated while in the area of an antimagic field. If targeted by dispell magic, the Mound must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the Mound remains motionless, it is indistinguishable from a normal snow mound.

Sunlight Vulnerability. The Mound takes one fire damage for each hour it has been in the sun.

Melting. If the Mound has taken fire damage that has reduced it to zero hit points, roll a d4. On a 1 or 2, instead of dying it becomes an animated puddle of water (see stat block). On a 3 or 4, the Mound becomes an inanimate puddle and can be brought back to life if it takes cold damage in the next 24 hours.

Actions

Multiattack. The Snow Mound makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 13 (3d8) cold damage.

Engulf. The Mound moves up to its speed towards a creature. That creature must make a DC 14 Dexterity saving throw. On a failed saving throw, the creature takes 13 (3d8) cold damage, and the target gets engulfed by the Mound. The creature is also grappled by the Mound (escape DC 14). The grappled creature moves with the Mound.

Description

A snow mound brought to life by magic. Ice Mephits usually follow these constructs around, attacking any hostile creature near the mound. Some say that some of these constructs are actually elementals that are like the air, earth, fire, and water elementals. These monsters attack most creatures, and it tends to attack until it dies.

An elemental version of this monster loses its antimagic susceptibility and melting trait, and gains an intelligence of 10 (+0). 

Emspry_Collins

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