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Mephit, Ice


This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.
Ice Mephit CR 3

XP 800
N Small
outsider (cold)
Init
+6; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp
19 (3d10+3); fast healing 2 (works only in areas below freezing)
Fort
+2, Ref +5, Will +3
DR
5/magic Immune cold
Weaknesses
vulnerability to fire

OFFENSE

Speed 30 ft., fly 40 ft. (average)
Melee
2 claws +5 (1d3+1)
Special Attacks
breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half)
Spell-Like Abilities
(CL 6th)
1/day—summon (level 2, 1 mephit of the same type 25%),
magic missile 1/hour, chill metal 1/day (DC 14)

STATISTICS

Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base
Atk +3; CMB +3; CMD 15
Feats
Dodge, Improved Initiative
Skills
Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)

SPECIAL ABILITIES

Breath Weapon (Su)

Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

The breath weapon of an ice mephit is a cone of ice that deals 1d4 cold damage. The cold also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.

ECOLOGY

Environment any (elemental planes)
Organization
solitary, pair, gang (3–6), mob (7–12)
Treasure
standard

Ice mephits are commonly found on the Plane of Air. These mephits are cruel and aloof.