Kryx RPGThemesMonsters

Ice Mephit

Small elemental
Challenge
½

STR
−2
DEX
1
CON
0
INT
−1
WIS
0
CHA
1

21
6d6
13
Fort
+0
Ref
+0
Will
+1
Damage vulnerabilities bludgeoning, fire
Damage immunities cold, poison
Condition immunities poisoned

Speed 5 m., fly 5 m.
Skills Perception +2 (13), Primal +1 (12), Stealth +3 (14)
Senses darkvision 10 m.
Languages Aquan, Auran

Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 1 meter of it must make a DC 10 Reflex 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.

Spellcasting. The ice mephit’s spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will): form ice, frostbite, snowball/icicle

1 mana: cold snap, cone of cold, freezing weapon, frost armor, frost nova, ice block, ice knife, ice slick, ice spear, protection from cold, ring of frost, snow storm, winter’s bite

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6). The mephit exhales a 3-meter cone or a 5-meter line of cold air. Each creature in that area must succeed on a DC 10 Reflex saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Variant: Summon Mephits (1/long rest). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 10 meters 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 on its turn (no action required).

No concoctions, maneuvers, or spells

All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9