b'Mephit, Ice \n'b'  Family:   Mephits  \n'b'  Small   elemental ,  neutral  \n'b'  Armor Class  11  Hit Points  21 (6d6)  Speed  30 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX:  13 (+1)  CON:  10 (+0)  INT:  9 (-1)  WIS:  11 (+0)  CHA:  12 (+1)  \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  Challenge  \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  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) slashing damage on a failed save, or half as much damage on a successful one. \n'b'  False Appearance . While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. \n'b'  Innate Spellcasting (1/Day) . The mephit can innately cast  fog cloud , requiring no material components. Its innate spellcasting ability is  Charisma . \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 2 (1d4) cold damage. \n'b'  Frost Breath (Recharge 6) . The mephit exhales a 15-foot  cone of cold  air. Each creature in that area must make a DC 10  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' Mephits are elemental creatures, called from their primordial plane and given shape. They are roughly humanoid in form, with impish features such as wings, claws or horns. They are creatures inseparable from their elemental nature, and personify the temperament of their quintessential environments.'