Ice Mera | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Ice Mera CR: 1/2

Tiny elemental, chaotic neutral
Armor Class: 11
Hit Points: 20 (8d4)
Speed: 0 ft , fly: 30 ft

STR

7 -2

DEX

13 +1

CON

10 +0

INT

6 -2

WIS

11 +0

CHA

12 +1

Skills: Perception +2, Stealth +3
Damage Vulnerabilities: bludgeoning, fire
Damage Immunities: cold, poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 12
Languages: Druidic/Elemental
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

Death Burst. When the mera dies, it explodes in a burst of elemental ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) cold damage on a failed save, or half as much damage on a successful one.   Extinguished. Upon taking fire damage, the mera must succeed on a DC 10 Constitution saving throw or fall prone, the elemental energy within it having been extinguished.   False Appearance. While the mephit remains motionless, it is indistinguishable from ordinary ice.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage plus 2 (1d4) cold damage.   Frost Breath (Recharge 6). The mera 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.


Created by

spywilliam123.

Statblock Type

Monster

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