Ice Mephit

MapTool Token

NameIce Mephit
Sorted NameMephit, Ice
FamilyMephit
Size and TypeSmall Outsider (Air, Cold, Extraplanar)
Hit Dice Count3
Hit Dice3d8 (13 hp)
Random Hit Points3d8 - 0
Initiative+7
Speed30 ft. (6 squares), fly 50 ft. (perfect)
Armor Class18 (+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/Reach5 ft./5 ft.
Special AttacksBreath weapon, spell-like abilities, summon mephit
Special Qualities

Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire

SavesFort +3, Ref +6, Will +3
AbilitiesStr 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

EnvironmentElemental Plane of Air
Challenge Rating3
Organization

Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

TreasureStandard
AlignmentUsually neutral
Advancement4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment+3 (cohort)
VersionSRD
SourcesSystem 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 Mephit
Small Outsider (Air, Cold, Extraplanar)
Hit Dice:
3d8 (13 hp)
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
Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment:
+3 (cohort)

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.

Combat

Breath 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, ,