ice mephit

This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile


CR 3
XP 800

N small outsider (cold)
Init +6; Senses darkvision (60 ft); Perception +6

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
Dmg Reduction 5/magic
Immune cold
Weakness vulnerability to fire

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/daysummon mephit (level 2, 1 mephit of the same type 25%), chill metal (DC 14)
1/hourmagic missile

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, Aquan

Special Abilities
Breath Weapon (Su)
Certain creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.

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.


ice mephit

Reign of Winter Mortis