Name | Ice Mephit |
---|---|
Sorted Name | Mephit, Ice |
Family | Mephit |
Size and Type | Small Outsider (Air, Cold, Extraplanar) |
Hit Dice Count | 3 |
Hit Dice | 3d8 (13 hp) |
Random Hit Points | 3d8 - 0 |
Initiative | +7 |
Speed | 30 ft. (6 squares), fly 50 ft. (perfect) |
Armor Class | 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15 |
Base Attack/Grapple | +3/-1 |
Attack | Claw +4 melee (1d3 plus 1d4 cold) |
Full Attack | 2 claws +4 melee (1d3 plus 1d4 cold) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Breath weapon, spell-like abilities, summon mephit |
Special Qualities | Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire |
Saves | Fort +3, Ref +6, Will +3 |
Abilities | Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15 |
Skills | Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings) |
Feats | Dodge, Improved Initiative |
Environment | Elemental Plane of Air |
Challenge Rating | 3 |
Organization | Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types) |
Treasure | Standard |
Alignment | Usually neutral |
Advancement | 4-6 HD (Small); 7-9 HD (Medium) |
Level Adjustment | +3 (cohort) |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Ice mephit; CR 3; Small outsider (air, cold, extraplanar); HD 3d8; hp 13; Init +7; Spd 30 ft. (6 squares), fly 50 ft. (perfect); AC 18 (+1 size, +3 dex, +4 natural), touch 14, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3 plus 1d4 cold, claw); Full Atk +4 melee (1d3 plus 1d4 cold, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire; AL N; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15 Skills and Feats: Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings); Dodge, Improved Initiative |
Ice Mephit
Ice mephits come from the Elemental Plane of Air. Ice mephits have a cold, aloof demeanor. Each one is about 4 feet tall and weighs about 30 pounds. Ice mephits speak Common and Auran. CombatBreath Weapon (Su): 10-foot cone of ice shards, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities: 1/hour-magic missile (caster level 3rd); 1/day-chill metal (DC 14, caster level 6th). The save DC is Charisma-based. Fast Healing (Ex): An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is 32°F. or below. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Claw +4 melee (1d3 plus 1d4 cold), or 2 claws +4 melee (1d3 plus 1d4 cold)
feats: DODGE, IMPROVED INITIATIVE, ,