⊕ Show advanced search options ⊖ Hide advanced search
Mephit:Ice Mephit
Size & Type (subtype):Small Outsider (Air, Cold)Hit Dice:3d8 (13)
Initiative:   +7 (+3 Dex, +4 Improved Initiative)   Speed:   30 ft., fly 50 ft. (perfect)  
Armor Class:   18 (+1 size, +3 Dex, +4 natural)   Attacks:   2 claws +4 melee  
Damage:   Claw 1d3 and 2 cold   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Breath weapon, spell-like abilities, summon mephit   Special Qualities:   Cold subtype, fast healing 2, damage reduction 5/+1  
Saving Throws  Fortitude: 3  
Reflex: 6  
Will: 3  
Abilities:   Str: 10
Dex: 17
Con: 10
Int: 12
Wis: 11
Cha: 15
Skills:   Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6   Feats:   Improved Initiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   Standard   Alignment:   Usually neutral  
Advancement:   4-6 HD (Small); 7-9 HD (Medium-size)  


Breath Weapon (Su): Cone of ice shards, 10 feet, every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they are immune to or protected from cold. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: 1/hour-magic missile as the spell cast by a 3rd-level sorcerer; 1/day-chill metal as the spell cast by a 6th-level sorcerer. (save DC 12 + spell level)

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

Fast Healing (Ex): An ice mephit heals 2 points of damage each round, provided it is still alive and it is touching a piece of ice of at least Tiny size or if the ambient temperature is freezing or below.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002