b'Ice Mephit \n'b'  Family:   Mephits  \n'b'  Small   elemental ,  neutral evil  \n'b'  Armor Class  11  Hit Points  21 (6d6)  Speed  30 ft., fly 35 ft.\n'b' STATS STR: 7 (-2) DEX:  13 (+1)  CON:  10 (+0)  INT:  9 (-1)  WIS:  11 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +3  Damage Vulnerabilities  bludgeoning, fire  Damage Immunities  cold, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  Aquan, Auran  Challenge  1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Death Burst . When an ice 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. \n'b'  False Appearance . While an ice mephit remains motionless it is indistinguishable from an ordinary fragment of ice. \n'b'  Fog Cloud (1/Day) . An ice mephit 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'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +3 to hit, reach 5 ft., one creature.  Hit : 3 (1d4+1) slashing damage plus 3 (1d6) cold damage. \n'b'  Frost Breath (Recharge 6) . An ice mephit can exhale a 15-foot cone of cold air. Each creature in that area must succeed on a DC 11  Dexterity  saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Ice mephits are frigid monsters of elemental Air and Water that transcend all other creatures of their kind in viciousness, and which are drawn to the very coldest places, including glaciers, ice caverns, icebergs, and frozen tundras. They can speak Aquan and Auran.'