b'Ice Mephit Frostbiter \n'b'  Family:   Mephits  \n'b'  Small   elemental ,  neutral evil  \n'b'  Armor Class  12  Hit Points  28 (8d6)  Speed  30 ft., fly 35 ft.\n'b' STATS STR: 8 (-1) DEX:  14 (+2)  CON:  11 (+0)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +4  Damage Vulnerabilities  bludgeoning, fire  Damage Immunities  cold, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  13  Languages  Aquan, Auran, Common  Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Death Burst . When an ice mephit frostbiter 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 5 (1d10) slashing damage on a failed save, or half as much damage on a successful one. \n'b'  Fog Cloud (1/Day) . An ice mephit frostbiter can innately cast  fog cloud , requiring no material components and using  Charisma  as its spellcasting ability. Its own vision is not impeded by the opaque fog created by mephits. \n'b'  False Appearance . While an ice mephit frostbiter remains motionless it is indistinguishable from an ordinary fragment of ice. \n'b'  Control Ice (2/Day) . An ice mephit frostbiter can innately control ice in various ways, with durations ranging from instantaneous to concentration up to one minute. One of its favorite instantaneous effects of this sort is causing 1d3  size  Small icicles to fall from the ceiling onto victims.The icicles are +3 to hit victims directly beneath the icicles and inflict 2 (1d4) piercing damage for each 10 feet fallen on a hit, up to 15 (6d4). A concentration-based tactic is to animate a frozen corpse, which then typically has statistics similar to those of a  Zombie  (but with +2 to AC for its icy hardness and no Undead Fortitude). It requires no material components and uses  Charisma  as its spellcasting ability. \n'b'  Summon Mephits (1/Day) . An ice mephit frostbiter has a 25 percent chance of summoning 2 (1d4) regular ice mephits. Each summoned Mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other mephits. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : 4 (1d4+2) slashing damage plus 3 (1d6) cold damage. \n'b'  Frost Breath (Recharge 6) . An ice mephit frostbiter can exhale a 20-foot  cone of cold  air. Each creature in that area must succeed on a DC 12  Dexterity  saving throw, taking 7 (2d6) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Ice mephit frostbiters are, like their lesser cousins, cold and aloof monsters of elemental Air and Water that surpass all other creatures of their kind in pitiless cruelty, and which have pale blue runes pulsing just beneath the surfaces of their translucent icy hides. They are drawn to, and are most comfortable in, the coldest places, including glaciers, ice caverns, icebergs, and frozen tundras. \n'b' Monsters of this sort sometimes summon and direct the activities of normal ice mephits when they need to do things that go beyond what they can accomplish on their own. They can speak Aquan, Auran, and Common.'