Ice Mephit (/aɪs ˈmɛfɪt/)

The Ice Elementals

 
The creature is impish in appearance, about 4 feet tall, with a long pointy nose, large pointy ears, and a large set of wings. It has cold blue-white skin, as if it was made of ice.
  Ice Mephits were mephits composed of air and water. They were cold and indifferent, and the most cruel of all the mephits.  

Mephits

Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements.   Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales.   Elemental Nature. A mephit doesn't require food, drink, or sleep.  

Ice Mephit

Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty  
The Menagerie fought some in the caves of Widow's Peak, they did not blow up.  

Basic Information

Anatomy


Variant: Summon Mephits (1/Day) 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.

Additional Information

Uses, Products & Exploitation


Harvesting

Instructions
Instructions: Because this creature is an Elemental, the player should roll a Arcana Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
 
  Type: Elemental   Skill: Arcana  
DC Item Description Value Weight Expiration Crafting
10 Dual Elemental Essence (vial) When a mephit is killed, it's elemental form disperses, leaving behind trace remnants from two different elemental planes. If harvested quickly, a mote of residual energy can be found - an essence resulting from the mixture of two elemental powers. The essence is useful to elemental spellcasters and those that study the elemental planes. Requires an Enchanted Vial. 1 gp 1 lb. -
  Most Crafting Items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide Books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH and HHH2 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items.  
This kind of creature does not normally carry treasure. This kind of creature does not normally have or collect treasure. However, the creature may have a lair full of bodies, or reside somewhere that treasure already exists.   This creature produces no Harvested Meat.

Civilization and Culture

History

History

In the ancient city of Cursrah, ice mephits were found in the kitchens of some nobles, where they were used to keep food chilled.

Sources
Source(s):
 
  • Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 215. ISBN 978-0786965614.
  • David Flor and Jared Espley (March 2013). “Creature Incarnations: Mephits”. In Kim Mohan, Miranda Horner eds. Dragon #421 (Wizards of the Coast), p. 7. Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), pp. 182–183. ISBN 0-7869-2893-X. Allen Varney, ed. (June 1994). Planescape Monstrous Compendium Appendix. (TSR, Inc.), p. 74. ISBN 978-1560768623. Graeme Morris (October 1984). Eye of the Serpent. (TSR, Inc.), p. 29. ISBN 978-0880381796. Clayton Emery (January 1999). Star of Cursrah. (Wizards of the Coast), p. 70. ISBN 0-7869-1322-3.

 
 

 
Genetic Ancestor(s)
Scientific Name
Exnihilia, Elementum, Glacies, Mephit
Origin/Ancestry
Elemental (Flying Humanoid, Ice | Mephit)
Lifespan
likely indefinite, at least 50-100 years
Conservation Status
There is no protection for such creatures, and are often hunted when discovered.
Average Height
3"
Average Weight
40 lbs.
Average Length
4 feet from head to tail
Related Ethnicities

5E Statistics
Ice Mephit

 
Size Small
Type Elemental
Alignment Neutral Evil
Challenge Rating 1/2

General Information

Movement Flying
Vision Darkvision
Homeland(s) Elemental Plane of Air
Language(s) Aquan, Auran, Common, Primordial

Appearance

Average height ~4'
Average Weight 30 lbs.
 
See Also: Ice_mephit on Forgotten Realms Wiki

MM, page 215. Also found in PotA; SKT; TftYP; EGW; IDRotF; CM; KftGV. Available in the SRD.

Ice Mephit CR: 1/2

Small elemental, any non-lawful
Armor Class: 11 (natural armor)
Hit Points: 21 (6d6) 6d6
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   Proficiency Bonus +2
Damage Vulnerabilities: bludgeoning, fire
Damage Immunities: cold, poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 12
Languages: Aquan, Auran
Challenge Rating: 1/2

Innate Spellcasting

1/day: The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.


Death Burst. When the mephit dies, 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) 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.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) 1d4+1 slashing damage plus 2 (1d4) 1d4 cold damage.   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 5 (2d4) 2d4 cold damage on a failed save, or half as much damage on a successful one.

Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements.   Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales.   Elemental Nature. A mephit doesn't require food, drink, or sleep.  

Ice Mephit

Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty  
Variant: Summon Mephits (1/Day) 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.

Suggested Environments

Environment: Arctic