{ "speed": "30 ft., fly 30 ft.", "saves": [], "d_resistances": [], "d_vulnerabilities": [ { "type": "bludgeoning", "qualifiers": [] }, { "type": "fire", "qualifiers": [] } ], "d_immunities": [ { "type": "cold", "qualifiers": [] }, { "type": "poison", "qualifiers": [] } ], "c_immunities": [ { "type": "poisoned", "qualifiers": [] } ], "senses": [ "darkvision 60 ft." ], "langs": "Aquan, Auran", "skills": { "Perception": 1, "Stealth": 1 }, "hit_die_count": 6, "hit_die_sides": 6, "name": "Ice Mephit", "type": "elemental", "cr": 0.5, "size": "Small", "alignment": "neutral evil", "stats": { "str": 7, "dex": 13, "con": 10, "int": 9, "wis": 11, "cha": 12 }, "inventory": [], "natural_armor": [], "description": "", "features": [ { "name": "death burst", "text": "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) slashing damage on a failed save, or half as much damage on a successful one.", "type": "feature" }, { "name": "false appearance", "text": "While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.", "type": "feature" }, { "name": "spellcasting", "text": "The mephit can innately cast **_fog cloud_**, requiring no material components. Its innate spellcasting ability is Charisma.", "type": "spellcasting", "spellcasting_ability": "cha", "innate": true, "levels": [ { "slots": 1, "spells": [ "fog cloud" ] } ] }, { "name": "claws", "text": "_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one creature. _Hit:_ 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.", "type": "action", "attack": { "name": "claws", "cost": 0, "damage": { "dmg_type": "slashing", "dmg_die_count": 1, "dmg_die_sides": 4 }, "weight": 0.0, "range": [ 0, 0 ], "reach": 5, "properties": [], "type": "unknown", "text": "_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one creature. _Hit:_ 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage." } }, { "name": "frost breath (recharge 6)", "text": "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) cold damage on a failed save, or half as much damage on a successful one.", "type": "action" } ], "prof": 2 }