Free interactive D&D 5e SRD stat block

Ice Mephit

Small Elemental, CR 1/2, AC 11, 21 HP. Neutral Evil.

Small Elemental, Neutral Evil

AC
11
Initiative
+1 (11)
HP
21 (6d6)
Speed
30 ft., Fly 30 ft.
ScoreModSave
STR 7 -2 -2
DEX 13 +1 +1
CON 10 +0 +0
INT 9 -1 -1
WIS 11 +0 +0
CHA 12 +1 +1
Skills
Perception +2 , Stealth +3
Immunities
Cold, Poison, Exhaustion, Poisoned
Vulnerabilities
Fire
Senses
Darkvision 60 ft.; Passive Perception 12
Languages
Primordial (Aquan, Auran)
CR
1/2 (XP 100; PB +2)

Traits

Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4+1) Slashing damage plus 2 (1d4) Cold damage.

Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability.

Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage.

How to run Ice Mephit

An ice mephit is the snickering imp of cold places, and it works best as the warning shot before a real winter encounter. Use it as the first sign that a glacial cave, a frost giant's antechamber, or a wizard's frozen lab is occupied. One mephit alone is barely a fight; a flock of four to six is a problem the party will remember.

Open with Frost Breath if the party is bunched. DC 10 Constitution save, 15-foot cone, 7 cold on a fail. The DC is forgiving, but it recharges on 6, so a lucky round can stack two cones across the same melee scrum. Pair the breath with Fog Cloud (1/day) on round one to deny the ranged characters their lines of sight, then have the mephit retreat into its own fog and pop out to Claw at +3 for 3 slashing and 2 cold. AC 11 and 21 HP mean a mephit dies fast, which is fine; that's where Death Burst earns its place. DC 10 Con save, 5-foot Emanation, 5 cold on a fail. Group three mephits and the dying one's burst hits any PC mid-melee. Vulnerable to Fire (a torch swing for double damage) is the loophole every party should find within two rounds, so let the smart player who tries it feel rewarded.

Mephits do not retreat in any meaningful sense. They are spite incarnate. They will, however, fly away (30 ft.) to fetch a bigger sibling or to alert whatever runs the lair. Treat that as a campaign beat, not a combat one. If a mephit escapes, the next chamber knows the party is here.

Have one mephit cackle in Primordial as it dies. The translation in the cleric's ear is something obscene about the bard's mother. Pettiness is the brand.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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