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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.