3e SRD:Mephit, Ice
Ice Mephit
Size/Type: | Small Outsider (Air, Cold) |
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Hit Dice: | 3d8 (13 hp) |
Initiative: | +7 (+3 Dex, Improved Initiative) |
Speed: | 30 ft., fly 50 ft. (perfect) |
AC: | 18 (+1 size, +3 Dex, +4 natural) |
Attacks: | 2 claws +4 melee |
Damage: | Claw 1d3 and 2 cold |
Face/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 |
Saves: | Fort +3, Ref +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/Terrain: | Any land and underground |
Organization: | Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types) |
Challenge Rating: | 3 |
Treasure: | Standard |
Alignment: | Usually neutral |
Advancement: | 4-6 HD (Small); 7-9 HD (Medium-size) |
Combat
Breath Weapon: A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.
Cone of ice shards, 10 feet; 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: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.
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.
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.
Fast Healing (Ex): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.
An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is freezing or below.
Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.
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